----- Original Message -----
From: Brad Grantham <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, November 30, 1999 6:57 AM
Subject: Re: [Mesa-dev] Phong shading integration
> > From [EMAIL PROTECTED] Mon Nov 29 21:56:58 1999
> > Hi everybody,
> >
> > I've been needing to produce non-realtime high quality output from
> > OpenGL programs I've already written. As a result, I'm adding Phong
shading to
> > Mesa.
[SNIP]
> You might be better off incorporating SGI's fragment lighting
> extension into Mesa. Go to
> http://www.opengl.org/Documentation/Extensions.html for the spec
> ("EXT_fragment_lighting"). Maybe contact Jon Leech at SGI
> ([EMAIL PROTECTED]) to ask about whether SGI would care or even help.
> (While you're at it, put in EXT_light_texture, too. :)
[SNIP]
If you do implement Phong shading then keep in mind a couple of the most
common speedups:
1. Use double-step interpolation, with intermediate pixels being calculated
from simple averaging.
2. The H test algorithm (Harrison et al., 1988). Basically, this test works
out whether a polygon contains a specular highlight - if the test fails (no
highlight) then you can use Gouraud instead.
Reference: "Fundamentals of 3D Computer Graphics" - Watt
Regards,
Keith Harrison
SiO2 Software.
[EMAIL PROTECTED] (personal)
[EMAIL PROTECTED] (work)
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