I was a long time absent from irrlicht and in general 3D stuff. currently im back and try to better understand 3D in general.
so i decided to write a software renderer/rasterizer to get an idea of lots of basic important stuff.
my basic software renderer/rasterizer is working and now i try to implement some shading/lightning.
i implemented both, gouraud and phong shading. let the specular part aside poth look the same?! is this right? i thought these blocky steps between the poly edges are also removed with phong shading, not only the better locking with specular light reflection.
whats the problem my understanding of how phong should look like .. or my implementation?!
Phong

Gouraud






