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Re: Warp3D SI (small) feature request.

Subject: Re: Warp3D SI (small) feature request.
by Crisot on 2019/4/9 0:00:04

Thanks to Hans the problem is solved.

Yes, Warp3D SI does not add the specular at blending, something Warp3D RV200 does by default or even OpenGL does by enabling (GL_COLOR_SUM);

But I was not aware Warp3D allow you to select the SPECULAR as argument for texture unit. So by simply activating a third TMU and using this trick, the specular is back.

Thank you!

Alain: Hummm. Actually it looks correct on my system (?). Just moving lights does nothing.

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