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This is the simplest rendering mode for models. Plain texture mapping and diffuse (gouraud) shading. Effective point light is on the upper right and there is a significant ammount of ambient light. |
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This is usual rendering mode used for metalic, glass, wooden and plastic models. Besides texture mapping and diffuse shading, there is also a specular component of light, which is done by additional rendering pass, and not only calculated in vertices, so the specular highlight moves smoothly across polygons. |
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Environment map is used for metalic and glass objects. The effect is here used together with texture mapping, diffuse shading, and specular shading. Mapping coordinates are not generated by usual GL_SPHERE_MAP, but are rather custom calculated for full 360 degrees view independent environment mapping. The environment map is generated using all 6 environment views from the object position. |
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This is 3 pass bump mapping that takes in account viewer position, light position and point normals of the object. That way, specular highlighting of the bumps is generated using common functions of rendering hardware. No special bump-mapping rendering chips are required. |
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Translucency is acomplished by usual alpha blending methods. |
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Transparency is done by alpha testing. |
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Blending by multiplication and adding is used for some special effects. |
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Multiply mode darkens the background behind model. Note that the left object in the room (multiplication) is barely visible when you enter the room. That is because it darkens the background and is therefore best viewed on bright background. Approach from a different angle to observe it better. |
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Add mode brightens the background behind model. The right object is rendered by add-blending. |