I have never seen any example regarding anisotropic materials in ogl. id like to see it for example on some velvet it would look pretty nice i do this in packages like 3dsmax however id like to have it in realtime within opengl and i know its possible but i cant find any docs about how i should go to emulate / simulate this kind of materials in opengl
You need to use shaders to accomplish this, the fixed function pipeline just doesn’t support it and there’s no tangent space representation to drive the calculation without a shader either.
Here is an example of anisotropic lighting implemented using shaders:
Thanks!
but uses CG it is such a bigg (but baddass) dll! my game is like 200kilobytes and why should I have the people to download an almost 2MByte dll for playing it?? its absurd im afraid any way of not using CG? or something smaller or just no dll at all? no way?
thanks yes i think so
but im trying out all the options first!
so far havent got much help on gsls on this forums so i wonder if it would be the right choice if i have no support (people willing to help if i get stuck or dont understand something for long)