Gl.ShadeModel (gb.opengl)
Static Sub ShadeModel ( Model As Integer )
Select flat or smooth shading.
Parameters
- mode
-
Specifies a symbolic value representing a shading technique.
Accepted values are Gl.FLAT and Gl.SMOOTH.
The initial value is Gl.SMOOTH.
Description
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 Gl.Begin is issued and counting vertices and
primitives from 1, the GL gives each flat-shaded line segment
the
computed color of vertex
,
its second vertex.
Counting similarly from 1,
the GL gives each flat-shaded 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.
Primitive Type of Polygon
|
Vertex
|
---|
Single polygon
()
|
1
|
Triangle strip
|
|
Triangle fan
|
|
Independent triangle
|
|
Quad strip
|
|
Independent quad
|
|
Flat and smooth shading are specified by
Gl.ShadeModel with
mode set to
Gl.FLAT and Gl.SMOOTH, respectively.
Errors
Gl.INVALID_ENUM is generated if
mode is any value other than
Gl.FLAT or Gl.SMOOTH.
Gl.INVALID_OPERATION is generated if
Gl.ShadeModel
is executed between the execution of Gl.Begin
and the corresponding execution of Gl.End.
Associated Gets
Gl.Get with argument Gl.SHADE_MODEL
See also
Gl.Begin,
Gl.Light,
Gl.LightModel
See original documentation on OpenGL website