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Re: how to transform objects not using Transform3D

Posted by Mr. Broccoli on Jul 27, 2022; 9:20am
URL: https://forum.jogamp.org/how-to-transform-objects-not-using-Transform3D-tp4041515p4041800.html

"If you want visible surface determination and depth (z buffering) to work you need to render triangles. "

I want to be able to disable default visible surface determination.
Then I'd like to write my own method for setting display order (can't use Z buffering or RT).
I'd just go for sorting lines using painter's algorithm, but unfortunately(!) they get sorted really well by default.
Is there a setting to turn that sorting off?

OR

If it's simpler, I can go for displaying some entities (cube, sphere), implementing phong reflection algorithm and giving the user ability to control material reflection parameters, which I think are:
    k s, a specular reflection constant, the ratio of reflection of the specular term of incoming light,
    k d, a diffuse reflection constant, the ratio of reflection of the diffuse term of incoming light (Lambertian reflectance),
    k a, an ambient reflection constant, the ratio of reflection of the ambient term present in all points in the scene rendered, and
    α, a shininess constant for this material, which is larger for surfaces that are smoother and more mirror-like. When this constant is large the specular highlight is small.