Difference between revisions of "Talk:Phong"

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:: I don't mean to burst your bubble, but I already started an aricle [[User:Wunderboy/phong_shader|here]]. I've just recieved a mail from one of the devs at Valve confirming all the parameters and a bunch of renders showing all the stages, so I should be able to finish it up this weekend --[[User:Wunderboy|Wunderboy]] 12:13, 21 Sep 2006 (PDT)
 
:: I don't mean to burst your bubble, but I already started an aricle [[User:Wunderboy/phong_shader|here]]. I've just recieved a mail from one of the devs at Valve confirming all the parameters and a bunch of renders showing all the stages, so I should be able to finish it up this weekend --[[User:Wunderboy|Wunderboy]] 12:13, 21 Sep 2006 (PDT)
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Ok cool saves me time :)

Revision as of 21:01, 21 September 2006

I have started this and intend to work on it over the coming days and add what knowledge I have of how exactly all the paremters available affect the final result of the specularity.

Checking the new shader sdk I don't see the occlusion texture in the code, So I assume it is currently not functional.

--RomeoGuyMapper 23:58, 20 Sep 2006 (PDT)

"New"? New to Source perhaps, but phong itself has been around when I was in high-school 10 years ago. --Andreasen 08:23, 21 Sep 2006 (PDT)

The original designs of Phong relate back to 1973, so it's definitly not new.--ElliottB 09:42, 21 Sep 2006 (PDT)


Oops thats what I meant. You can only use it in the newer source engine AppId 215 for Mods. --RomeoGuyMapper 11:00, 21 Sep 2006 (PDT)

I don't mean to burst your bubble, but I already started an aricle here. I've just recieved a mail from one of the devs at Valve confirming all the parameters and a bunch of renders showing all the stages, so I should be able to finish it up this weekend --Wunderboy 12:13, 21 Sep 2006 (PDT)

Ok cool saves me time :)