mrdoob/three.js — Issue #998: Shading differences between ANGLE / OpenGL
Author: alteredq
Created: 2012-01-01 18:26:27+00:00
State: open

For some lighting shading looks different between ANGLE and OpenGL.

ANGLE creates smooth transitions while in OpenGL it looks like there is some threshold after which shading is just abruptly black.

See in in action here: http://alteredqualia.com/tmp/tests/shading/webgl_geometries2.html

Probably something about normalizations / clamping / precision being handled differently between OpenGL and DirectX.