Robert Osfield wrote:
In general OpenGL attributes are clapped to 0 to 1 range. I have to
recommend that you do some reading up on glLight on the web as it'll
do a much better job of explain things than I can do.
Oddly enough (or not, if you think about its uses) this isn't the case
for light colours, at least they're not clamped on input. So for the
lighting calculation it may actually be above 1.0 (or negative).
<quote>
GL_AMBIENT params contains four integer or floating-point values that
specify the ambient RGBA intensity of the light. Integer
values are mapped linearly such that the most positive
representable value maps to 1.0, and the most negative
representable value maps to -1.0. Floating-point values
are mapped directly. Neither integer nor floating-point
values are clamped. The initial ambient light intensity
is (0, 0, 0, 1).
</quote>
Cheers,
Ulrich
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