Angus Dorbie (dorbie++at++bitch.reading.sgi.com)
Mon, 22 Jul 1996 11:50:52 +0100
Different colours for the same normal will result with specular material
calculation and a LOCALVIEWER lighting model, or with a local light source.
Rgds,
Angus.
On Jul 22, 12:00pm, Veraart wrote:
> Subject: Re: Shade model problem
> > With ogldebug, I always see a glShadeModel(GL_FLAT) openGL call, when I
draw my
> > geosets but I don't know why.
> >
> > When I modify the normal binding OVERALL to PER_VERTEX, I obtain gouraud
> > shading but I suppose I should do it only for non-equal normals, right ?
> When all vertices have the same vertex normal then they will all have
> the same light intensity. So if the color of the polygon is OVERALL or
> PERPRIMITIVE then this is equivalent to FLAT shading. And this is what
performer
> chooses to render the polygon.
>
> Mario
>
> P.S. Take a look at the clock of your system. It's in the future (23 july).
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>-- End of excerpt from Veraart
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