I played around with the per pixel lighting tutorial a little just trying out different ways
of lighting , materials, etc. (under D3D8/9).
I noticed, however, that no matter what I did, I could not see specular highlights.
First of all, i used only one static light, and the sphere from the per pixel example was well within the llight radius (although i tried moving it out as well).
I must say that all other material settings worked quite well - ambient, emissive, diffuse color - but not Specular.
I don't know if this is a bug really at least if it is "still" a bug. I checked out some of the earlier posts on this matter and found out that some guy reported exactly the same thing back in 2003, and Niko (many thanks to him for a cool engine) said it was a bug and that it was on his "to do" list.
So, is Specular higlighting buggy or not?
Thanks in advance...
Specular Color Doesn't Work?
Hi, try this at initialization:
Hope that helps...
Code: Select all
// Direct 3D
if(m_pDevice->getVideoDriver()->getDriverType() == irr::video::EDT_DIRECTX9)
{
irr::video::SExposedVideoData data = m_pDevice->getVideoDriver()->getExposedVideoData();
IDirect3DDevice9 * device = data.D3D9.D3DDev9;
if(device)
{
device->SetRenderState(D3DRS_SPECULARENABLE,TRUE);
device->SetRenderState(D3DRS_NORMALIZENORMALS,TRUE);
}
}
YASS - Yet Another Space Shooter - www.yass-engine.de
Re: Specular Color Doesn't Work?
thanks Ronin
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If you are looking for people with whom to develop your game, even to try functionalities, I can help you, free. CC0 man.

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