chapter 6.2a

Objectives<next>


Steps in OpenGL shading


Normals


Normal for Triangle




Enabling Shading


Defining a Point Light Source


Distance and Direction


Spotlights


Global Ambient Light


Moving Light Sources


Material Properties


Front and Back Faces



Emissive Term


Transparency


Efficiency


Polygonal Shading


Polygon Normals


Smooth Shading


Mesh Shading


Gouraud and Phong Shading


Comparison


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