Possibly not the right forum for this kind of query (if not, I apologise in 
advance), but someone may know the answer.


I have a GLSL shader that uses a simple Phong Directional lighting algorithm, 
with per-pixel illumination calculated in the Fragment shader. Lighting 
properties are based on the properties of gl_LightSource[0]. I've discovered I 
can nest the GLSL patch inside a Lighting macro patch and change light 
position, ambient color etc of the lightsource.


Just wondering; for this kind of basic lighting, is it best to let the Lighting 
patch handle all the lighting (ie remove all the lighting code from the GLSL 
patch)? Are there advantages, in terms of quality and efficiency, to writing 
lighting code in the shader, assuming we're not using any sort of fancy 
lighting effects?


Alternatively, would I be better off without the Lighting patch, and setting 
the light position, ambient color etc. manually inside the shader? I assume if 
I were to do this, I'd have calculate the halfVector in the shader also.




Cheers,


alx
http://machinesdontcare.wordpress.com




      __________________________________________________________
Sent from Yahoo! Mail.
The World's Favourite Email http://uk.docs.yahoo.com/nowyoucan.html
 _______________________________________________
Do not post admin requests to the list. They will be ignored.
Quartzcomposer-dev mailing list      ([email protected])
Help/Unsubscribe/Update your Subscription:
http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com

This email sent to [EMAIL PROTECTED]

Reply via email to