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Alex Rivera
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So I'm at a point that I should begin lighting my flatly colored models. The test application is a test case for the implementation of only latest methods so I realized that ideally it should be implementing ray tracing (since theoretically, it might be ideal for real time graphics in a few years). But where do I start? Assume I have never done lighting in old OpenGL, so I would be going directly to non-deprecated methods. The application has currently properly set up vertex buffer objects, vertex, normal and color input and it correctly draws and transforms models in space, in a flat color. Is there a source of information that would take one from flat colored vertices to all that is needed for a proper end result via GLSL? Ideally with any other additional lighting methods that might be required to complement it.
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