I have started playing with vertex programs under Win2K (using Detonator 10.40) and I must say that it seems quite funky !
I have a question though: by enabling the vertex programs, you override the whole T&L part of the GPU (I know, this is the purpose !).
Now, how can I simulate this T&L part with vertex programs ?
I mean, I know how to calculate HPOS,TEX0-7, … but I have no idea how to calculate COL0, when I have lighting enable.
Say I just do:
How do I compute the lighting in my vertex program so that the result is the same as not using the program ??? (i.e. GL_LIGHT0 has default parameters… I can post them if needed…).
I had a look at nVidia’s examples (especially the “simple specular and diffuse lighting with an eye-space normal”) but I do not think it is what I want to do: they use a half-angle vector (?) which never appears when using OpenGL (or does it ?).
Thanks to anyone who can help me on this one (and to the others as well ! ) !
Best Regards !
P.S.: isn’t there a way to put comments in the vertex program string ??? Each time I try the “#” as stated in the specs, nvoglnt.dll crashes !!!