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In article <401bfe3b@news.povray.org>, "Mathieu" <mat### [at] wanadoo fr>
wrote:
> I'am referring to the vectors used by the do_diffuse and do_specular
>
> void do_diffuse (FINISH *Finish, RAY *Light_Source_Ray,VECTOR Layer_Normal,
> COLOUR Colour, COLOUR Light_Colour, COLOUR Layer_Pigment_Colour, DBL
> Attenuation);
Finish is the texture finish, Light_Source_Ray is the ray from the
surface point to the light source, Layer_Normal is the surface normal
perturbed by this texture layer, Colour is the color result,
Light_Colour is the light color, Layer_Pigment_Color is the color of the
pigment of the current layer at that point (blame the original authors
for the misspelling of color ;-), Attenuation is the attenuation. These
are all pretty simple to figure out, by their names and by what they're
used for.
> void do_specular (FINISH *Finish, RAY *Light_Source_Ray, VECTOR REye, VECTOR
> Layer_Normal, COLOUR Colour, COLOUR Light_Colour, COLOUR
> Layer_Pigment_Colour);
>
> And what about REye is it the vector opposite to Eye (from current surface
> point of view) ?
As computed in Diffuse(), it's a reversed version of Eye->Direction, Eye
being the incoming ray.
> Are they all normalized ? (in fact it will be a great advantage for thing I
> am going to do :o))
If you want to know if it's normalized, check and see if it is.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tag povray org>
http://tag.povray.org/
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