I have now finished an application in OpenGl that shows ambient, diffuse, and specular light on objects. All lighting equations have been run through the fragment shader to show a nice clean look. I learned the linear algebra equations of how to calculate light and used them in this program. The following pictures show different lighting situations.
Scenes with no specular lighting:
Scenes with specular lighting:
Scene with red specular lighting:
Scene with less diffuse light:
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