Thanks much. It should be possible to just have a flat shading
material or option, though, right? I know that using the GPU allows us
to do much more interesting things but sometimes you just want retro.
;-)

--
Justin Patrin
Developer Extraordinaire



On Wed, Mar 23, 2011 at 10:13 PM, Li <[email protected]> wrote:
> 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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