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Lighting componentThis component defines light source nodes. See also X3D specification of Lighting component. Contents: 1. SupportSupported nodes:
2. Per-pixel lightingBy default we render most shapes using OpenGL fixed-function pipeline, and VRML/X3D lights are simply used as OpenGL lights. This means that lighting is calculated per-vertex (Gouraud shading). This is fast, but not always perfect. Using the "Shaders->Enable For Everything" option in view3dscene forces everything to be rendered through GLSL shaders, which always perform per-pixel lighting. This is usually slower but also more beautiful than default "Shaders->Enable When Required".
Note that you can use our extension to force Phong shading on particular shapes. 2.1. Problems? Get latest GPU driversUsing shader pipeline (forced on everything by "Shaders->Enable For Everything", or activated automatically for shapes using shadow maps or bump mapping or requesting Phong shading) requires a good graphic card with latest drivers. Before reporting problems, make sure that you have the latest OS version, with the latest drivers. You may need to download latest drivers from
Windows often comes with quite outdated drivers, so be sure to get drivers from above sites. On Linux and Mac OS X, it should be enough to make sure you use the latest version of your system, with all updates applied. On Linux, you may need to install the proprietary OpenGL drivers to squeeze best performance from your NVidia/Radeon GPU. (Although latest Mesa may also be quite capable of handling simpler stuff, even with shaders.) Note that by default ("Shaders->Enable When Required") models without effects are still rendered using standard fixed-function pipeline. Which means that they still work fast even on older hardware. |