While going through an example in the OpenGL SuperBible 5, I came across the Phong lighting model. Its one of the tricks which helps create those amazing 3D pictures.
Looking closer at the equations, I found that a bug in the specular lighting calculations, which is reported here... https://code.google.com/p/oglsuperbible5/issues/detail?id=47
Here is what a phong shaded sphere looks like...
Now, its time to play with the fragment shader a bit... added some trigonometric beauty ( cos(600*x)*exp(-pow(20*x, 2.0)) ) to the reflection point...
Math is fun.
Looking closer at the equations, I found that a bug in the specular lighting calculations, which is reported here... https://code.google.com/p/oglsuperbible5/issues/detail?id=47
Here is what a phong shaded sphere looks like...
Now, its time to play with the fragment shader a bit... added some trigonometric beauty ( cos(600*x)*exp(-pow(20*x, 2.0)) ) to the reflection point...
Math is fun.


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