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OpenGL Tutorial #4: Lighting, Part 2 of 2

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Uploaded by on Jun 12, 2007

This is part 2 of 2 of a video lesson explaining the basics of lighting in OpenGL. This lesson is part of the free OpenGL tutorial at http://www.videotutorialsrock.com/ , where the code for the lesson can be found.

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  • Thanks for the tutorial man! This helped me get started with a homework assignment I have in a graphics class on bezier surfaces

  • Watch it ,your professor will tell you don't use the built in OpenGL commands for shading but tell you to transform the Modelview matrix by the inverse transpose to make you life difficult. The professor will tell you this ofcourse 1.5 days from the due date.

  • wait what? to do my lighting I get the normal of a fragment, whats going on here? at a vertex it gets the average color of all the fragments its made of then becomes that color?

  • Normal and vectors... urg.

  • Really great videos.

  • hi, nice lect.... pls can u tell how to make a hole in a polygon (like cuting a window on a wall...) i looked all over for it but diff. explanations that i do not undrstand???

    thanks man.

  • You need to get two tangent by derivating the surface in two directions by two independent variable. Then take the cross product of the two tangent vector, which will make it perpendicular to the original surface and the two tangents. In case of a spehere and other special objects it could be as easy as connecting the origin of the sphere with the intersection point.

  • don't blender game dev tools use opengl?

  • I would like to have you explain the relationship between the Normal and Vertex values, like how to calculate the normal of an object, how to calculate the vertex normal, when each are used, etc..

  • Really cool!

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