Smooth shading
by Daniel Brown · in Technical Issues · 05/09/2004 (5:41 am) · 4 replies
Hey all,
How easy would it be to implement smooth shading into torque?? like phong or gouraud? Would it be a massive undertaking or simple? I don't know much about how I would go about it, any ideas on where to start or look at?
Thanks for any help :)
How easy would it be to implement smooth shading into torque?? like phong or gouraud? Would it be a massive undertaking or simple? I don't know much about how I would go about it, any ideas on where to start or look at?
Thanks for any help :)
About the author
#2
05/09/2004 (9:03 am)
Yeh i thought about that, but then i don't learn anything new if i just use what someone else has wrote.
#3
Decent phong shading usually means per-pixel lighting, and is certainly within reach for a fairly skilled 3D programmer. See any of the threads on bumpmapping for how big an undertaking this would be exactly - the issues involved are very similar.
05/09/2004 (9:24 am)
Torque (and pretty much any OpenGL program) already has gourand shading.Decent phong shading usually means per-pixel lighting, and is certainly within reach for a fairly skilled 3D programmer. See any of the threads on bumpmapping for how big an undertaking this would be exactly - the issues involved are very similar.
#4
Realtime phong isn't as popular, probably because you can get 90% of the way there with goraud and a lot less code.
05/09/2004 (12:39 pm)
Yeah, gouraud shading is pretty fundamental to most modern 3d apps, including Torque. :)Realtime phong isn't as popular, probably because you can get 90% of the way there with goraud and a lot less code.
Tony Lamba