MarcioAB opened this issue on Apr 10, 2005 ยท 30 posts
kawecki posted Sun, 10 April 2005 at 3:56 PM
MarcioAB: Now I understand what you mean, you are refering to specular high spots. OPenGL and real time rendering don't calculate the illumination in all points, only in the vertices of the polygons, then the illumination in all the polygon is interpolated from the vertices data.
If you have materials with high sharp specularity the interpolation fails to illuminate correctly inside the polygon because the highlited are is so small and falls within the polygon.
This can be solved increasing the number of polygons used so there are many polygons inside the highlited area with the drawback of increased rendering time.
Message edited on: 04/10/2005 15:59
Stupidity also evolves!