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. >> > > >
