Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Various things Date: Sun, 20 Apr 1997 16:10:23 GMT Organization: Into Beyond Lines: 23 Message-ID: <335a0baa.2639726@news.playstation.co.uk> References: <3355D64F.4E6D@geocities.com> <3357626c.1625559@news.playstation.co.uk> <3357E789.6E82@reptile.no> <3358724a.548445@news.playstation.co.uk> <3357DEFA.4C73@interactive.sony.com> <33580f05.2573596@news.playstation.co.uk> <5ja1oc$o2q1@chuka.playstation.co.uk> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Sat, 19 Apr 1997 10:07:24 +0100, "Russ Williams" did quoth at me: >You could take the centre point of an object, calculate the intensity based >on distance, and pass this to the normal-based lighting to adjust for the >angles of the faces. As the calculation is per object the time should be >negligable compared to the drawing time of the object. That was the method I would have used, but unfortunately by object is a tunnel/landscape so it isn't really feasible. I may just be able to ake the whole lot by having no lighting and calculating the rgb info per vertex for each polygon every frame. Ok as long as I'm not doing it on too many vertices. >I believe there's a problem with the fogging to a colour - it only works >with black and white (and maybe grey). I'll try that. * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Utter Rubbish 1996-7* MM - "Steve Corica is every bit as good as that Kinkladze"