----- 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)





_______________________________________________
Mesa-dev maillist  -  [EMAIL PROTECTED]
http://lists.mesa3d.org/mailman/listinfo/mesa-dev

Reply via email to