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<refentry id="glShadeModel">
<refmeta>
<refentrytitle>glShadeModel</refentrytitle>
<manvolnum>3G</manvolnum>
</refmeta>
<refnamediv>
<refname>glShadeModel</refname>
<refpurpose>select flat or smooth shading</refpurpose>
</refnamediv>
<refsynopsisdiv>
<title>C Specification</title>
<funcsynopsis>
<funcprototype>
<funcdef>void <function>glShadeModel</function></funcdef>
<paramdef>GLenum <parameter>mode</parameter></paramdef>
</funcprototype>
</funcsynopsis>
</refsynopsisdiv>
<refsect1>
<title>Parameters</title>
<variablelist>
<varlistentry>
<term>
<parameter>mode</parameter>
</term>
<listitem>
<para>Specifies a symbolic value representing a shading
technique. Accepted values are <constant>GL_FLAT</constant> and
<constant>GL_SMOOTH</constant>. The initial value is
<constant>GL_SMOOTH</constant>.</para>
</listitem>
</varlistentry>
</variablelist>
</refsect1>
<refsect1>
<title>Description</title>
<para>GL primitives can have either flat or smooth shading.
Smooth shading, the default, causes the computed colors of
vertices to be interpolated as the primitive is rasterized,
typically assigning different colors to each resulting pixel
fragment. Flat shading selects the computed color of just one
vertex and assigns it to all the pixel fragments generated by
rasterizing a single primitive. In either case, the computed
color of a vertex is the result of lighting if lighting is
enabled, or it is the current color at the time the vertex was
specified if lighting is disabled.</para>
<para>Flat and smooth shading are indistinguishable for points.
Starting at the beginning of the vertex array and counting
vertices and primitives from 1, the GL gives each flat-shaded
line segment <replaceable>i</replaceable>
the computed color of vertex
<inlineequation><math>
<mi>i</mi>
<mo>+</mo>
<mn>1</mn>
</math></inlineequation>,
its second vertex. Counting similarly from 1, the GL gives
each flat-shaded polygon the computed color of vertex
<inlineequation><math>
<mi>i</mi>
<mo>+</mo>
<mn>2</mn>
</math></inlineequation>,
which is the last vertex to specify the polygon.</para>
<para>Flat and smooth shading are specified by
<function>glShadeModel</function> with
<parameter>mode</parameter> set to
<constant>GL_FLAT</constant> and
<constant>GL_SMOOTH</constant>, respectively.</para>
</refsect1>
<refsect1>
<title>Errors</title>
<para><constant>GL_INVALID_ENUM</constant> is generated if
<parameter>mode</parameter> is any value other than
<constant>GL_FLAT</constant> or <constant>GL_SMOOTH</constant>.</para>
</refsect1>
<refsect1>
<title>See Also</title>
<para>
<citerefentry><refentrytitle>glColor</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glColorPointer</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glLight</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glLightModel</refentrytitle></citerefentry>,
<citerefentry><refentrytitle>glMaterial</refentrytitle></citerefentry>
</para>
</refsect1>
</refentry>