Steve,
in OpenGL I use GL_EMISSION = (0,0,0,1). That works in
in DirectX maybe too.
But John approach sound reasonable to me. Note that in
lib3ds 2.0 variable names changed:
int self_illum_flag; // self illumination on/off
float self_illum; // self illumination strength (0.0-1.0)
If power is the Phong exponent you may want to try
power = 2 ^ (10 * shininess + 1)
--Jan Eric
Steve Hackett wrote:
> Sorry.
>
> I've to explain better:
>
> I'm making a program with DirectX 8.1 and 3DS files.
> In DirectX 8.1 a material is defined as:
>
> typedef struct _D3DMATERIAL8 {
> D3DCOLORVALUE Diffuse;
> D3DCOLORVALUE Ambient;
> D3DCOLORVALUE Specular;
> D3DCOLORVALUE Emissive;
> float Power;
> } D3DMATERIAL8;
>
> Diffuse, Ambient, Specular, and Emissive
> Values specifying the diffuse color, ambient color, specular color, and
> emissive color of the material, respectively. These values are D3DCOLORVALUE
> structures.
> Power
> Floating-point value specifying the sharpness of specular highlights. To
> turn off specular highlights for a material, set this member to 0.0; setting
> the
> specular color components to 0 is not enough.
>
>
> Diffuse, Ambient and Specular can be obtained from Lib3dsMaterial, but
> Emissive and Power... where are?
>
> Thx!
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