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use polygon offset to avoid multi-pass Z-fighting artifacts
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957a0cdb13
commit
1b94df053d
1 changed files with 5 additions and 2 deletions
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@ -1,4 +1,4 @@
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/* $Id: gloss.c,v 1.6 2000/12/24 22:53:54 pesco Exp $ */
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/* $Id: gloss.c,v 1.7 2002/11/28 15:51:55 brianp Exp $ */
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/*
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* Specular reflection demo. The specular highlight is modulated by
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@ -85,9 +85,9 @@ static void Display( void )
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glCallList(Object);
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/* Second pass: specular lighting with reflection texture */
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glEnable(GL_POLYGON_OFFSET_FILL);
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glBlendFunc(GL_ONE, GL_ONE); /* add */
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glEnable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, Black);
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glMaterialfv(GL_FRONT, GL_SPECULAR, White);
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if (DoSpecTexture) {
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@ -102,6 +102,7 @@ static void Display( void )
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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glDisable(GL_BLEND);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPopMatrix();
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@ -341,6 +342,8 @@ static void Init( int argc, char *argv[] )
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_NORMALIZE);
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glPolygonOffset( -1, -1 );
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if (argc > 1 && strcmp(argv[1], "-info")==0) {
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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