[Fieldtrip] Re: Adding lighting to FieldTrip

Peter Verswyvelen bugfact at gmail.com
Fri Dec 12 14:59:21 EST 2008


Thanks Ivan!
If the Khronos group had the courage to make OpenGL 3.0 a complete redesign
as DirectX 10 was, it would all be much easier wouldn't it?


On Fri, Dec 12, 2008 at 6:50 PM, Ivan Tomac <tomac at pacific.net.au> wrote:

> Hi David,
>
> Adding lighting in this way makes sense for the fixed function OpenGL
> pipeline but it is too restrictive and redundant for shaders.
> gl_LightSource was provided in GLSL for backwards compatibility, mostly for
> those who want to add shaders to their existing applications that use legacy
> OpenGL.
>
> With shaders, rather than rely on several fixed functions for lighting it
> is now possible to implement all kinds of different forms of lighting and
> the 8 light limitation of the fixed function pipeline is no longer there
> either.
>
> One final thing to note is that as of OpenGL 3.0, all lighting functions
> have been deprecated.
>
> Regards,
>
> Ivan
>
> >> I'm not sure if the maximum number of lights applies when using custom
> GPU
> >> shaders...
> >>
> >
> > I looked into this. An example shader application [1] used normal
> glLight*
> > commands to set up the lighting.  This tutorial [2] shows that shaders
> have
> > access the light information via. the gl_LightSource array and have the
> > option to use it or not. I can imagine someone defining unlimited light
> > parameters with uniform variables in glsl if they really wanted to.
> >
> > [1] http://cs.anu.edu.au/Student/comp4610/2007/labs/gpu.html
> > [2] http://www.clockworkcoders.com/oglsl/tutorial5.htm
> >
> > David
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