Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucbvax!pasteur!ames!sgi!thant@horus.SGI.COM From: thant@horus.SGI.COM (Thant Tessman) Newsgroups: comp.sys.sgi Subject: Re: (none) Summary: Colored and lit surfaces Keywords: SGI Message-ID: <26217@sgi.SGI.COM> Date: 6 Feb 89 15:55:43 GMT References: <27497@bu-cs.BU.EDU> <603@cs-spool.calgary.UUCP> Sender: daemon@sgi.SGI.COM Organization: Silicon Graphics, Inc., Mountain View, CA Lines: 34 In article <603@cs-spool.calgary.UUCP>, paquette@cpsc.ucalgary.ca (Trevor Paquette) writes: > In article <27497@bu-cs.BU.EDU>, tjh@bu-cs.BU.EDU (Tim Hall) writes: > > We recently got a (Demo model) Personal Iris 4D that has a 32 bit frame > > buffer and a Z-buffer. I would like to create a 3-D surface mesh that > > has a different color at each vertex and is shaded by some lighting model > > I've defined using lmdef. > > [Stuff deleted.] > > > > So is it the case that interpolation of color and shading are mutually > > exclusive? > > > > Thanks > > Tim Hall > > Please reply to > > tjh@dolphin.bu.edu > > You got it.. I had the same problem as well. [Stuff deleted.] > > ============================================================================== > Trevor Paquette/GraphicsLand, Calgary, Alberta > UUCP: uunet!{ubc-cs,utai,alberta}!calgary!paquette ICBM:51 03 N/114 05 W > Luminous beings we are, not this crude matter The way I've colored a lit surface is by re-lmdef'ing the ambient and diffuse properties of the current material for each vertex. You don't have to rebind the material. I did this on a GT but it should work fine on a PI as well. Thant Tessman (thant@sgi.com) P.S. There will probably be an even faster and easier way to do this in a future software release.