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#!N
#!CNavyBlue #!N #!Rall1130 Surface
Shading #!N #!EC #!N #!N Shading is the process of applying
lights to a surface according to shading parameters specified for the
surface and the scene. #!N #!N The shading process described here
is performed by the #!F-adobe-times-bold-r-normal--18* DXRender() #!EF function for surface objects
only; volumes are rendered directly, using the colors and opacities specified.
Lights are specified by light Objects (see #!Llightsc,dxall1139 h Light Class #!EL ) contained in
the input Object. Shading is defined only for 2-dimensional connections (lines,
triangles, and quads) and is applied only if normals are present.
The shading process uses the following Field components: #!T,1,51,151 #!F-adobe-times-bold-r-normal--18* #!N
TAB Componen| Meaning #!EF #!N TAB "positio|spoints #!N TAB "colors"| front
and back #!N TAB - TAB colors #!N TAB "front TAB
colors of front #!N TAB colors" TAB of face #!N TAB
"back TAB colors of back #!N TAB colors" TAB of face
#!N TAB "normals| surface normals #!N #!N A Field may have
both "colors" and "front colors" or both "colors" and "back colors,"
in which case the "front colors" or "back colors" component overrides
the "colors" component for the specified side of the object. The
front and back of a surface are defined in #!Ldatmod,dxall197 h Understanding the Data Model #!EL in
IBM Visualization Data Explorer User's Guide. #!N #!N Shading parameters are
specified by a set of attributes of an input Object: #!T,1,51,151
#!F-adobe-times-bold-r-normal--18* #!N TAB Attribut| Meaning #!EF #!N TAB "ambient| ambient lighting
#!N TAB - TAB coefficient k[a] #!N TAB "diffuse| diffuse lighting
#!N TAB - TAB coefficient k[d] #!N TAB "specula|"specular #!N TAB
- TAB lighting #!N TAB - TAB coefficient k[s] #!N TAB
"shinine|sspecular #!N TAB - TAB lighting #!N TAB - TAB exponent
sp #!N #!N These parameters apply to both the front and
back of an object. In addition, for each shading parameter "
#!F-adobe-times-medium-i-normal--18* x #!EF ," there is also a "front #!F-adobe-times-medium-i-normal--18* x
#!EF " and a "back #!F-adobe-times-medium-i-normal--18* x #!EF " parameter that
apply only to the front and back of a surface respectively.
These parameters are used in the following shading model: #!N I
= k sub a A C + k sub d L
C ( #!EF n #!EF dot #!F-adobe-times-bold-r-normal--18* l #!EF ) +
k sub s L ( #!F-adobe-times-bold-r-normal--18* n #!EF dot #!F-adobe-times-bold-r-normal--18* h
#!EF )**sp #!N #!N #!N where: #!N #!F-adobe-times-medium-i-normal--18* I #!EF =
apparent intensity of the object #!F-adobe-times-medium-i-normal--18* k #!EF = a lighting
coefficient #!F-adobe-times-medium-i-normal--18* A #!EF = an ambient light #!F-adobe-times-bold-r-normal--18* n #!EF
= the surface normal #!F-adobe-times-medium-i-normal--18* C #!EF = the color of
the object #!F-adobe-times-bold-r-normal--18* l #!EF = the direction to the light
#!F-adobe-times-medium-i-normal--18* L #!EF = a point or distant light #!F-adobe-times-medium-i-normal--18* sp
#!EF = specular lighting exponent #!F-adobe-times-bold-r-normal--18* h #!EF = a unit
vector halfway between the direction to the camera and the direction
to the light. #!CIndianRed #!N #!N #!N #!F-adobe-times-bold-r-normal--18* Color, Opacity, and
Normals Dependencies #!N #!N Colors, opacities, and normals may be dependent
on the positions (when the corresponding components have a "dep" attribute
of "positions") or on connections or faces (when the corresponding components
have a "dep" attribute of "connections" or "faces"). #!N #!N Opacities
and normals, if present, must depend on the same component that
the colors depend upon, with one exception: if the colors are
dependent on the positions and the normals are dependent on the
connections, the face will be flat-shaded with the average color of
the face vertices. #!N #!N If the colors, opacities, and normals
are dependent on the positions, the color and opacity of each
face is linearly interpolated between the vertices (Gouraud shading). If they
are dependent on the connections or faces, the color and opacity
of each face is constant (flat shading). #!N #!N #!EC #!N
#!N #!N #!F-adobe-times-medium-i-normal--18* Next Topic #!EF #!N #!N #!Lall1131,dxall1132 h Tiling #!EL #!N #!F-adobe-times-medium-i-normal--18*
#!N
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