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Howto:Shader programming in FlightGear

109 bytes added, 00:57, 13 October 2014
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{{cquote|So, in old times when rendering textures was slow and complicated, we rendered objects with monochromatic surface colors. Then the (schematic) lighting equation (without specular, and the sum of ambient and diffuse already computed) was
visibleColor.rgb /= objectColor.rgb /* light.rgb /+ objectEmissive.rgb
Now, we have textures and so we get

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