I guess you would need to supply them then. Look at how primitives work.

It would be good though that the engine was able to use per vertex shaders
where wanted and not always per fragment shaders. I'll make the suggestion
to the team.

On Thu, Mar 24, 2011 at 2:02 AM, Justin Patrin <[email protected]> wrote:

> Thanks for the reply. Unfortunately I don't know for sure how to do
> that....:-/ I'm just creating a mesh of triangles with MeshHelper and
> applying a ColorMaterial. How would I manipulate the normals when I'm
> not even supplying them....?
>
> --
> Justin Patrin
> Developer Extraordinaire
>
>
>
> On Wed, Mar 23, 2011 at 9:47 PM, Li <[email protected]> wrote:
> > I think that Broomstick does per fragment shading, i.e. not per vertex
> > shading so everything is more "phongy" than "gourady". Not sure if you
> can
> > change the shader type. Other than that, you can get a flatter look by
> > manipulating the normals of your geometry, not sharing vertices, etc.
> >
>

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