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Thread: How to "Fake Phong" with OpenGL ???

  1. #1
    Junior Member Newbie
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    How to "Fake Phong" with OpenGL ???

    Is there an easy way to do "phong" shading with OpenGL ??? I mean the fake envmapping with vertex normals, u=nx*(texturesize.x/2)+(texturesize.x/2) ?! I tried it with specular light but thats not what i want, maybe ive done something wrong...

  2. #2
    Senior Member Regular Contributor
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    Re: How to "Fake Phong" with OpenGL ???

    I heard that the new GeForce will have per-pixel lighting, I guess you'll have to wait for the extension.

  3. #3
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    Re: How to "Fake Phong" with OpenGL ???

    you mean i have to use first normal texmapping and after that overblend it with "fake phong" including envmapping ??? i just wont some highlights on my objects !

  4. #4
    Junior Member Newbie
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    Re: How to "Fake Phong" with OpenGL ???

    I don't think there is considering that opengl interpolates colors at the vertices
    Phong shading involves shading each pixel

    You can write your own shading algorythm however and just assign it with glColor..

    but then whats the point of opengl

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