Hard Light Productions Forums
		Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kolgena on August 14, 2011, 12:25:38 pm
		
			
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				What the title says. It's supposed to control the size of specular highlights, but doesn't seem to be working as a launcher tag. Is there anything in the new shaders that overrides launcher settings or something? I can't tell a difference when I choose drastically different values for spec_exp.
 
 First image is spec_exp 1, second is spec_exp 16. I couldn't get the two screenshots taken with the ship in the exact same spot, but I think it's still pretty clear that there isn't much difference between 1 and 16.
 
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				my guess is the shaders are ignoring it.
			
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				i think what your looking for is -ogl-spec -spec-exp seems to be deprecated to the old nonhtl code iirc
			
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				seems to be deprecated
 
 If so, this should be documented in the wiki. While at it, it'd probably be smart to double check for any other deprecated lighting flags.
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				 :nervous:
 
 There's a lot of things that need to be documented in the Wiki.... the SCP Sexps page alone is missing a crapton of stuff...
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				... -spec-exp seems to be deprecated to the old nonhtl code iirc
 
 
 Incorrect, it's used in void light_apply_specular in lighting.cpp.
 
 It might be related only to Fixed Render rather than GLSL Shader pass, true. But it is not deprecated in the engine.
 
 Secondly, -spec_exp values will NOT show themselves at ALL in the F3 Lab. The LAB is not lit by a sun, so it will do absolutely nothing in changing those values.