Howto:Shader programming in FlightGear: Difference between revisions

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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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