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Per-Pixel Lighting


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Author:  DigiBen

This tutorial shows how to do per-pixel lighting with a shader.  Per-pixel lighting is the process of using the standard lighting calculation to calculate a lit color value at each pixel that is rendered to the frame buffer.  To demonstrate per-pixel lighting, the tutorial draws a lit sphere with one light using diffuse, specular and ambient in the lighting equation.

Functions Used:  glEnable(), gluNewQuadric(), gluQuadricDrawStyle(), glTranslatef(), gluSphere(), gluDeleteQuadric(), glLoadIdentity(), gluLookAt(), glDisable(), glCreateShaderObjectARB(), glShaderSourceARB(), glCompileShaderARB(), glCreateProgramObjectARB(), glAttachObjectARB(), glLinkProgramARB(),  glUseProgramObjectARB(), glGetUniformLocationARB(), glDetachObjectARB(), glDeleteObjectARB(), glGetString(), wglGetProcAddress()


 
 
 


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