(none)
Thant Tessman
thant at horus.SGI.COM
Tue Feb 7 01:55:43 AEST 1989
In article <603 at cs-spool.calgary.UUCP>, paquette at cpsc.ucalgary.ca (Trevor Paquette) writes:
> In article <27497 at bu-cs.BU.EDU>, tjh at bu-cs.BU.EDU (Tim Hall) writes:
> > We recently got a (Demo model) Personal Iris 4D that has a 32 bit frame
> > buffer and a Z-buffer. I would like to create a 3-D surface mesh that
> > has a different color at each vertex and is shaded by some lighting model
> > I've defined using lmdef.
> >
[Stuff deleted.]
> >
> > So is it the case that interpolation of color and shading are mutually
> > exclusive?
> >
> > Thanks
> > Tim Hall
> > Please reply to
> > tjh at dolphin.bu.edu
>
> You got it.. I had the same problem as well.
[Stuff deleted.]
>
> ==============================================================================
> Trevor Paquette/GraphicsLand, Calgary, Alberta
> UUCP: uunet!{ubc-cs,utai,alberta}!calgary!paquette ICBM:51 03 N/114 05 W
> Luminous beings we are, not this crude matter
The way I've colored a lit surface is by re-lmdef'ing the ambient and diffuse
properties of the current material for each vertex. You don't have to rebind
the material. I did this on a GT but it should work fine on a PI as well.
Thant Tessman (thant at sgi.com)
P.S. There will probably be an even faster and easier way to do this in a
future software release.
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