Especially the
>Sun at the beginning chapter, which
shines in Cosmo but is
>muddy orange in Cortona.
According to 4.14.4 Lighting equations
of the VRML 97 Specification:
An ideal VRML implementation will
evaluate the following lighting equation
at each point on a lit surface. RGB
intensities at each point on a geometry
(Irgb) are given by:
Irgb = IFrgb x (1 -f0) + f0 x (OErgb +
SUM( oni x attenuationi x spoti x ILrgb
x (ambienti + diffusei + specular i)))
If a fog is not taken into account, then
Irgb =OErgb + SUM( oni x attenuationi x
spoti x Ilrgb x (ambienti + diffusei +
specular i))
In other words, there are two additive
components. The diffuse component
includes textures. So we have for an
unlit object Irgb =OErgb, where OErgb is
a material emissive color.
Cortona for Mac has only the OpenGL
renderer. OpenGL does not support the
color additive component, and an unlit
texture shades a material.
Enabling specular and emissive color
shine-through on textured objects is
allowed by checking the corresponding
checkbox in the Cosmo Player. This may
affect rendering performance.
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