Timeline for Specular light for DirectX11
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 6, 2018 at 23:20 | vote | accept | Range | ||
| Apr 5, 2018 at 22:05 | comment | added | ErnieDingo | I've just added my specular code. Hopefully this helps. | |
| Apr 5, 2018 at 22:04 | history | edited | ErnieDingo | CC BY-SA 3.0 | added my specular code. |
| Apr 4, 2018 at 20:49 | comment | added | ErnieDingo | Then you specular component is obviously giving a negative value based upon your answers. I will check my own code to see how I did specular. But maybe try to saturate specular so it does not subtract. Will check my code when I get time and confirm how I did it. | |
| Apr 4, 2018 at 10:10 | comment | added | Range | << Firstly, your out_colour obviously produces the top image without adding specular? Yes. | |
| Apr 4, 2018 at 9:52 | comment | added | Range | Yes, if I write here is so: float4 out_color = (ambient + diffuse) * input.Color; then the picture will look like this: i-fotki.info/23/… | |
| Apr 4, 2018 at 9:51 | comment | added | Range | Adding saturate to the out_color makes the image dark. float4 out_color = saturate ((ambient + diffuse + specular) * input.Color); | |
| Apr 4, 2018 at 4:34 | history | answered | ErnieDingo | CC BY-SA 3.0 |