Wouldn't that imply that neighbor triangles cannot share their vertices
because the normal is different for each primitive? For high resolution
meshes this could create quite some overhead (memory and processing wise).
Is there a more efficient way to get flat shading that would not require
any
Hi Julie,
OpenGL doesn't support bind per primitive, there is deprecated OSG pathway
for BIND_PER_PRIMITIVE but it has to emulate the functionality and is very
inefficient.
The closest you can get to what you are after is to BIND_PER_VERTEX and
then use flat shading.
Robert.
On 14 September
Hi Robert,
Thanks for the answer.
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Hi,
I have a surface, made of triangles. Is there a way to bind surface normals per
triangle, not per vertex (don't want to calculate vertex normals)?
Thank you!
Cheers,
Julie
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