>> I've tried inverting normals, going through my calculations etc. I have
>>no idea what's going on. I was hoping that maybe someone else had seen a
>>problem like this before (black highlights etc). I've rewritten the
>>routines several times... and I keep coming back to black highlights, and
>>fully lit surfaces when ambient and diffuse equal 0.0, specular is set to
>>0.8, the light is a grey light- intensity on r,g & b of 0.8, n set to
>>8.0, etc. No luck. Anyone seen anything like this?
>It sounds like something is overflowing. Are all of your vectors
Yes. V, L, R, and N are all normalized. I've check my normalization
code- it's correct.
Quote:>if R.V > 1.0, then you will get larger highlights for larger exponents.
The wierd thing is my R.V is less than zero, around -0.995448 (it move
around of course for the different pixels, but it's always around -0.99)
Inverting R.V doesn't do anything either.... the highlight is still
black, and the surface remains lit even with ambient and diffuse light set
If I set n to an odd number then everything goes black (because the
negative R.V creates a color below 0.0), on an even the face is lit with
the black highlight....
Quote:>Also, if your conversion to an integer colorspace overflows, you could get
>those black anomalies.
Hmmm, I already have code to cap intensities over 1.0 of intensity so
that the highest value is always 1.0 (same if the intensity is below 0.0,
cap it at 0.0). Neither of these cases are occuring....
"Evil comes in many forms, be it a man-eating cow or Joseph Stalin."