Web hosting plans - Page 346 OpenGL Super Bible! Summary In this

Page 346 OpenGL Super Bible! Summary In this chapter you have been introduced to some of the more magical and powerful capabilities of OpenGL. You ve seen how to specify one or more light sources and define their lighting characteristics in terms of ambient, diffuse, and specular components. We explained how the corresponding material properties interact with these light sources, and demonstrated some special effects such as adding specular highlights and softening sharp edges. Also covered were lighting positions, and creation and manipulation of spotlights. The high- level matrix munching function presented here will make shadow generation as easy as it gets. Finally, we explained why you should avoid color index mode for lighting effects. The demonstration programs in this chapter are fairly simple, but you ll find more samples on the CD in the subdirectory for this chapter. The programs on the CD further demonstrate all of these effects, including scenes with more than one light source.
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