How does lighting work in C++ graphics APIs?
Lighting in C++ graphics APIs involves simulating how light interacts with surfaces. It typically includes techniques like ambient, diffuse, and specular lighting.
Can you explain the difference between diffuse and specular lighting?
Sure! Diffuse lighting simulates light scattered in many directions, giving a matte appearance, while specular lighting creates highlights on shiny surfaces.
What are some common lighting models used in graphics?
Common lighting models include Phong, Blinn-Phong, and Lambertian. Each has its own way of calculating light reflection.
How can I implement these lighting models in my C++ project?
You can implement these models by calculating the light intensity based on the surface normals and light direction in your rendering loop.
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