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A *directional light sourc**e* is
global and considered to be infinitely far away (e.g., the sun). Rays are considered parallel by the time they
reach the object.

*Source: *Unity3d

In the implementation, a direction vector to the light source is given. Then, one uses the normal matrix to convert the direction vector to eye coordinates to form**s**.

In the implementation, a direction vector to the light source is given. Then, one uses the normal matrix to convert the direction vector to eye coordinates to form

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