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glShadeModel(3G)
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glShadeModel - select flat or smooth shading
void glShadeModel(
GLenum mode );
Specifies a symbolic value representing a shading technique.
Accepted values are GL_FLAT and GL_SMOOTH. The initial
value is GL_SMOOTH.
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.
Flat and smooth shading are indistinguishable for points.
Starting when glBegin() is issued and counting vertices
and primitives from 1, the GL gives each flat-shaded line
segment i the computed color of vertex i + 1, its second
vertex. Counting similarly from 1, the GL gives each flatshaded
polygon the computed color of the vertex listed in
the following table. This is the last vertex to specify
the polygon in all cases except single polygons, where the
first vertex specifies the flat-shaded color.
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Primitive Type of Polygon i Vertex
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Single polygon ( i == 1 ) 1
Triangle strip i + 2
Triangle fan i + 2
Independent triangle 3 i
Quad strip 2 i + 2
Independent quad 4 i
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Flat and smooth shading are specified by glShadeModel()
with mode set to GL_FLAT and GL_SMOOTH, respectively.
GL_INVALID_ENUM is generated if mode is any value other
than GL_FLAT or GL_SMOOTH.
GL_INVALID_OPERATION is generated if glShadeModel() is
executed between the execution of glBegin() and the corresponding
execution of glEnd().
glGet() with argument GL_SHADE_MODEL
glBegin(3), glColor(3), glLight(3), glLightModel(3)
glShadeModel(3G)
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