Hi all,
thank for your suggestions. Now 3d model keeps its color and material also
afeter shader applying.
thank again
Cheers,
Andrea
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Hi
material colors are available in gl_FrontMaterial struct in fragment shader
there are vec4's gl_FrontMaterial.diffuse, .specular, .ambient, .emission, and
float .shininess
there are also material params premultiplied with lightsource params in
gl_FrontLightProduct struct (.diffuse = materialD
Hi Glenn,
thank you for your suggestions. Can i do the same thing also with materials?
Thank you!
Cheers,
Andrea
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Andrea,
The vertex color is available in the vertex shader as gl_Color. Pass this
to your fragment shader in a varying and apply it there.
Glenn Waldron / @glennwaldron
On Wed, Jan 30, 2013 at 5:23 AM, Andrea Martini wrote:
> Hi,
>
> i'm wondering if it is possible to keep original materials an
Hi Robert,
thank you for your replay. I'm going to check how to reproduce the same
materials and colors on 3d model with shaders.
Thank you!
Cheers,
Andrea
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Hi Andrea,
Your shaders will need to apply the colour as you can't mix and match
fixed function and shaders in OpenGL.
Robert.
On 30 January 2013 10:23, Andrea Martini wrote:
> Hi,
>
> i'm wondering if it is possible to keep original materials and colors of a 3D
> model, even if we want to app
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