HP Workstation zx2000 OpenGL 1.1 Reference for HP-UX 11.x - Page 400

glShadeModel

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S glShadeModel glShadeModel glShadeModel: select flat or smooth shading. C Specification void glShadeModel( GLenum mode) 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 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 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 i Single polygon (i≡ 1) Triangle strip Triangle fan Independent triangle Quad strip Independent quad Vertex 1 i + 2 i + 2 3i 2i + 2 4i Flat and smooth shading are specified by glShadeModel with mode set to GL_FLAT and GL_SMOOTH, respectively. 400 Chapter 17

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S
glShadeModel
Chapter 17
400
glShadeModel
glShadeModel
: select flat or smooth shading.
C Specification
void glShadeModel(
GLenum mode)
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 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 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.
Flat and smooth shading are specified by glShadeModel with
mode
set to GL_FLAT and
GL_SMOOTH, respectively.
Primitive Type of Polygon
i
Vertex
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