Here is an example is the issue I'm experiencing.
[attachment=0]SpecularIssue.jpg[/attachment]
In the above image there is a distant light illuminating from the left. All the spheres are getting diffuse lighting from the left and are all the same because its a distant light.
The specular highlights should all be in the same place because they are coming from the same distant light. Instead it looks like the speculars are coming from somewhere around the camera.
Here is an example of what I expect. This was created in 3dsmax with a distant light and spheres. All the spheres have the same shading. All the specular highlights are the same. It makes no difference if I'm using an orthographic or perspective camera at this distance. [attachment=1]SpecularExample.jpg[/attachment]
hope this helps explain the issue.
- SpecularIssue.jpg 726.83KB
- SpecularExample.jpg 14.32KB
Comment #1
Posted on Sep 11, 2014 by Swift CatThe libGDX issue tracker has been moved to https://github.com/libgdx/libgdx/issues. This issue tracker is not monitored and should not be used. To prevent others from using this issue tracker, I will close this issue now. If you haven't done so already, please consider posting your issue on the new issue tracker at https://github.com/libgdx/libgdx/issues.
Status: Invalid
Labels:
Type-Defect
Priority-Medium