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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 | {{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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