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0.8.4:blinn-material [2022/06/15 19:31] – created admin0.8.4:blinn-material [2022/06/17 10:30] (current) admin
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 The **TGorillaBlinnMaterialSource** is inherited from the TGorillaDefaultMaterialSource and supports multiple light sources and the blinn-phong shading model. The **TGorillaBlinnMaterialSource** is inherited from the TGorillaDefaultMaterialSource and supports multiple light sources and the blinn-phong shading model.
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 The Blinn–Phong reflection model (also called the modified Phong reflection model) is a modification to the Phong reflection model developed by Jim Blinn. The Blinn–Phong reflection model (also called the modified Phong reflection model) is a modification to the Phong reflection model developed by Jim Blinn.
  
 Blinn–Phong is the default shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are interpolated by Gouraud shading by default, rather than the more computationally-expensive Phong shading. Blinn–Phong is the default shading model used in OpenGL and Direct3D's fixed-function pipeline (before Direct3D 10 and OpenGL 3.1), and is carried out on each vertex as it passes down the graphics pipeline; pixel values between vertices are interpolated by Gouraud shading by default, rather than the more computationally-expensive Phong shading.