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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