Lighting

The three forms of OpenGL is per polygon, per vertex and per pixel lighting.

normal+polygonvertex+polygonnormalEach one of these picture show a type : normal, vertex, polygon.

OpenGl is a type/form of a API , a API means application program interface, which provends the tools for building software. as it provends the building blocks that makes it easier for the programmer to make the software.

 Transform and Lighting(T&L) are the first two of four Major steps a GPU computes in a 3D graphics pipeline. The first step is were the 3D data is converted by the transform engine to the current view (the transform engine converts the data from one frame of the reference to a new frame of reference(the first frame of refernce is the world space and the other one is the screen space).) before it can start the other steps.

Shaders.

A shader is algorithm( a set of mathematic equesns) that controls how a object responds to light. There are many diffrent types of shaders, I have found a website that shows what shaders are used in Brazil. please click on the right for a link to show you the type of shaders they use.

Here is a picture of diffrent  

Light mapping

Light Mapping is a process of a light map, its the same as a standard texture map which stores infomation about illumintion of a surface

 loosely described as the process of using a lightmap, essentially the same as a standard texture map, to store information about the illumination of a surface.

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