material

Game Engine, Players & Web Plug-in, Virtual Reality, support for other engines

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jm
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material

Post by jm »

hi
I don't see why don't allow Blender Game engine material like a diffuse color specular c...?
(OpenGL standard. )
this is neverending damage :cry: :cry: :cry:

jm

OTO
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Post by OTO »

Hello
AFAIK the Spec and Hard sliders work in the game engine!?
And the Spec button too!!???
Bye
António

jm
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Post by jm »

hi
RE: OTO

can you show my same example?
i don't saw any models with this material and in the Blender Gamekit it isn't typed.

thanks jm

mtr
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Joined: Tue Jul 29, 2003 4:40 pm

Specularity can be fixed

Post by mtr »

I think this is what you are talking about ...

The Specularity and Hardness buttons don't seem to have an effect on models produced for the gameplayer.

This is because with a textured face, the colour per pixel is determined solely by lighting calculations on the texture. The specular component is discarded.

The reason for this is that OpenGL 1.1 does not allow a separate specular colour, but all latest versions do. If you have GL_EXT_SEPARATE_SPECULAR_COLOR, (and you will), you can enable separate specular lighting, and you will get the effect you want.

I have a two-line fix for this, which I haven't yet offered to the developers, although I have posted it in this forum before.


Martin

SirDude
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Post by SirDude »

Martin if you get the fix to me, I'll make sure it gets applyed.

mtr
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Joined: Tue Jul 29, 2003 4:40 pm

Post by mtr »

Here is my previous message:

http://www.blender.org/modules.php?op=m ... st&p=11816

It's not a complete patch, as the glLightModel call should go in some initialisation, not into the inner drawing loop.

I'll post what I have to the bf-committers list this evening.

Martin

I also have patches for selecting unassigned vertices, and am trying to resurrect the GamePlayer right now.

wiseman303
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Joined: Wed Dec 04, 2002 8:14 am

Post by wiseman303 »

Blender's realtime engine uses the vertex colours for diffuse colour.

The hardness slider works in realtime.

The specular colour sort-of works, if you make a material with hardness 1, specularity 2.0, set all it's faces to recieve realtime light, you'll be able to see the specular colour clearly.

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