Shiny does work with the deferred renderer (or Lighting and Shadows as it's now called in the Mesh viewer). It's simply handled differently; it reflects light in the form of what's known as specular reflectance, instead of reflecting the sky environment (at one point it reflected both around 2008 and 2009). Different shiny settings effects the overall brightness and distribution of the specular exponent.
On Sat, Oct 16, 2010 at 11:24 AM, Ann Otoole <missannoto...@yahoo.com>wrote: > Are you planning to enable shine on prims with lighting/shadows on or is > full lighting effects disable shininess something we need to accept as > permanent and texture around? (Note that lighting in Kirstens also disables > shine) > > ------------------------------ > *From:* Oz Linden (Scott Lawrence) <o...@lindenlab.com> > *To:* opensource-dev@lists.secondlife.com > *Sent:* Sat, October 16, 2010 11:01:38 AM > *Subject:* Re: [opensource-dev] Project-MESH viewer > > On 2010-10-15 18:00, Trilo Byte wrote: > > But on the flipside, the Project MESH viewer has working shadows for > nVidia GPU's on Mac (never happened before on any known config), and > anti-aliasing's fixed. If we could get that bit out of the mesh viewer and > into the 2.2 pipeline, we'd really be in great shape IMO. > > The AA fix is in the 2.2 pipeline (I did that merge) ... not sure about > the other (since I don't know which change that was). > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges >
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