[Fieldtrip] Re: Adding lighting to FieldTrip
Ivan Tomac
tomac at pacific.net.au
Fri Dec 12 12:50:49 EST 2008
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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