Phong shading is very popular, supported by most graphics libraries by default, and can be implemented very easily and efficiently. That's because the model rests on a relatively simple equation. Compare this to my last post on Ray Tracing (which had no lighting model at all) and you'll see the difference is quite profound.
The polygonal floor just uses a procedural shader that verifies the row and column of the intersection point. Hopefully we'll get around to real texture mapping some time in the future.
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