The lighting used by the display mode.
No shading occurs when there is no light sources added to the scene.
Uses a single "head lamp" light.
Uses the light objects that exist in the current model/scene.
Sets up to eight custom lights.
Set an x, y, and z direction and color for each light.
Up to eight lights are available.
Setting the directional value to 0,0,0 disables the light.
The color the light shines on objects.
The highlight color the light creates on glossy objects.
Identifies any lights in the scene that are Directional lights, and uses up to eight lights to populate the fields in the dialog.
Applies the lighting to the model.
With normal, per-vertex lighting, calculations only occur for each vertex in a mesh. Everything else in between is interpolated (invented).
This has major limitations for shading, lighting, and texturing, especially when a mesh has very few vertices. For example, a plane with four vertices, has nothing to interpolate over the plane surface. When only vertices are used, there is very little data.
With Advanced GPU (per-pixel) lighting, calculations occur for every pixel within the viewport, no matter how many vertices there are. This gives more data, and the larger the frame buffer, the more detail and data you get. The result is that you can now light the entire plane and see how light falls across the entire surface independent of how many vertices there are.
In order to display bump mapping in Rendered mode, the this setting must be checked.
See: Wikipedia: Per-pixel lighting.
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