What of these is true for lighting and reflection in OpenGL ?
A specular reflection depends on the viewer/camera position
B Gouraud shading (Smooth shading) depends on the face normal of the rendered pixel
C ambient lighting and reflection can approximate light coming from all directions
D diffuse reflection depends on the viewer/camera position
E each rendered pixel of a surface has its own normal
F when the camera looks into a light source, the light appears as a non-shaded sphere
I would say the following are correct:
C - its like a plane of vectors, right? Or am i talking about Directional lights??
E - true… right?
F - not sure about this one…
Can someone confirm?
Help is much appreciated!