14-OpenGL2

14-OpenGL2 - Coloring, lighting, shading, texturing...

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OpenGL – Part II This lecture has very little notes – examine the sample programs to learn more!
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Coloring, lighting, shading, texturing You've already seen the following: glColor3f(); This specifies an object's “inherent” color. As you know, it can even be specified per vertex of a poly (not just one value per poly).
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Coloring, lighting, shading, texturing In order to get realistic surface effects, we need to be able to: set material properties on surfaces specify light sources In addition these are useful: shading based on texture coordinates environment-based shading changes
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Unformatted text preview: Coloring, lighting, shading, texturing glShadeModel() - to specify flat vs. smooth glMaterialfv() - for Ka, Kd, Ks glMaterialf() - for 'n' (shininess) glLightfv() - for light pos., amb., diff., spec. glLightModelfv() – for fine tuning lights Coloring, lighting, shading, texturing Texture-related calls: ● glTexParameteri() glTexImage1D() glTexEnvf() glTexGeni() glTexGenfv() Coloring, lighting, shading, texturing Fog-related calls: ● glFogi() glFogf() glFogfv()...
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This note was uploaded on 09/27/2010 for the course CSCI 480 taught by Professor Sathyanaraya during the Spring '08 term at USC.

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14-OpenGL2 - Coloring, lighting, shading, texturing...

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