Tutorial Post 8: Light.
The final color of the pixel on the screen is its RGB color vector multiplied by its brightness which is a factor with a value between zero and one. Edges are displayed in their full brightness (i.e. brightness=1.0). The brightness of the triangle is a sum of two components:
- a fixed ambient component (default initial value is 0.2)
- a directional component
Initially the directional light is parallel to the Z axis af the model space:
When the model is rotated, you can see the sides that are parallel to the direction of the light (they have only ambient component of the brightness):
You can set the direction of the light to the direction you are looking at, by pressing the sequence of the keys 'QDL' (i.e. 'L' key on data sub-menu):
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