We have a rectangular area with translucent walls and a few light sources.We are considering only the top view,so it is a 2D problem. We need to find the approximate lighting (signal strength)at each
I already asked this question but I didn\'t get my answer. Btw I found some thing new.I want to show a 3D model f开发者_如何转开发rom a wrl file exported by solid works.The file contains triangle\'s v
I\'m having a problem with lighting when dealing with really small particles. I\'m doing particle-based fluid simulation and am right now rendering the fluid as really tiny polygonized spheres (by rea
After a few days of getting my GLSL vertex shader to display the vertices correctly, I\'ve now moved onto lighting! My understanding of openGL lighting/normals isn\'t great by any stretch of the imagi
I\'m trying to make \'spotlights\' over a pool table in openGL. This should be fairly simple, but something is going wrong, and I can\'t work out what.
I been following a lighting guide and set up a lighting source for my spinning cube (spins by user interaction on 3 axis)
I\'m trying to accomplish a spotlight effect with Cg. I\'ve already managed to do normal ambient and diffuse lighting.
Why aren\'t specular highlights showing up in the binary produced by the following code? package com.example.helloandroid;
Let i have some mesh (for ex. sphere) in the center of room, full of cubes and one light source. How can i make fast and easy shadow-casting in OpenGL, using \"standard\" (fixed)开发者_运维百科 functi
First of all, I have very little knowledge of what shaders can do, and i am very interested in making vertex lighting. I am attempting to use a 3d colormap which would be used to calculate the vertex