CHAPTER 4: Turning On the Lights (^131)
Figure 4-18. Using the z-buffer
Summary
This chapter covered the various approaches to lighting and shading the scene, along
with the mathematical algorithms used to determine the color at each vertex. You also
studied diffuse, specular, emissive, and ambient lighting along with various parameters
having to do with turning the lights into spotlights. The solar-system model was updated
to support multiple objects and to use z-buffering to handle object occlusion properly.