rouncer
06-20-2007, 02:53 PM
you basicly treat the light as if it was a sphere map, you give the light
front up and right vectors and you transform the vertex normal through
it and you read off a sphere map lookup table of colours, and you can put
colour gradients in it, and control falloff via the texture.
you can do the same with specular, but you use the half vector instead.
you might as well put sphere mapping on top of it just to polish it off. :yes:
front up and right vectors and you transform the vertex normal through
it and you read off a sphere map lookup table of colours, and you can put
colour gradients in it, and control falloff via the texture.
you can do the same with specular, but you use the half vector instead.
you might as well put sphere mapping on top of it just to polish it off. :yes: