Abstract
This chapter will cover one of the single biggest topics for OpenGL ES: the process of illuminating, shading, and coloring the virtual landscape. We touched on color in the previous chapter, but because it is so integral to both lighting and shading, we will cover it more in depth here.
You must be strong now. You must never give up. And when people [or code] make you cry and you are afraid of the dark, don’t forget the light is always there. -Author Unknown
Light is the first of painters. There is no object so foul that intense light will not make it beautiful. -Ralph Waldo Emerson
Everything’s shiny, Cap’n. Not to fret. -Kaylee Frye, Firefly
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© 2012 Mike Smithwick and Mayank Verma
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Smithwick, M., Verma, M. (2012). Turning On the Lights. In: Pro OpenGL ES for Android. Apress. https://doi.org/10.1007/978-1-4302-4003-7_4
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DOI: https://doi.org/10.1007/978-1-4302-4003-7_4
Publisher Name: Apress
Print ISBN: 978-1-4302-4002-0
Online ISBN: 978-1-4302-4003-7
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