Re: Flat shading with MultiGen Loader

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Jeremy Townsend (paradoxgames++at++mindspring.com)
Mon, 26 Jan 1998 19:15:19 -0600


        Actually, Performer calculates every normal regardless of how you specify
its shading flags. You can tell performer to not calculate the normals of
an entire database, but this leads to problems in our program: much of our
collision detection routines rely heavily on precomputed vertex normals, so...
    What we need is a way to tell performer to keep the normals, and just
not use them to calculate shading...without having to write our own loader.
Can this be done?

Jeremy Townsend

Paradox Games

At 06:09 PM 1/26/98 -0600, you wrote:
>Every polygon which you desire to be flat shaded should have it shading flag
>set to "flat" and must have all of its consituent vertex colors removed.
>MultiGen could confirm this for you, but I believe the loader relys
>primarily the vertex attributes when making shading decisions.
>
>On Jan 26, 3:31pm, Jeremy Townsend wrote:
>> Subject: Flat shading with MultiGen Loader
>> Hello Performers,
>>
>> Here's the deal: What we're trying to do is display certain (but not all)
>> areas of our terrain with flat shading, but performer always seems to shade
>> the terrain regardless of how we specify it to be shaded before the
>> geometry hits the loader. Any ideas on how to fix this, or where to start
>> trouble-shooting?
>> Thanks!
>>
>> Jeremy Townsend
>>
>> Paradox Games
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>>-- End of excerpt from Jeremy Townsend
>
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