Hi again,

It seems you need to make sure, that the second vertex in the primitve has the color you need:

https://www.opengl.org/sdk/docs/man2/xhtml/glShadeModel.xml

Cheers
Sebastian

Hi Mike,
There is no simple way with shared vertices. You need to separate the vertices for your primitives (I'm not sure, but I think flat-shading actually takes the first vertex color in the assembly, but I won't count on it). I'll try to check the specification. So basically you need either clone the vertices or resort to advanced techniques. FYI, I'm currently helping Gianni to do something similar, so maybe I'll come up with a geometry shader based solution.

Cheers
Sebastian
Hi,

Thank you again,

I am using a TRIANGLE_STRIP  and BIND_PER_VERTEX.

Then indexing through the array via simple initialization:

  for (int r = 0; r < ISLAND_LAND_DEPTH;r++)
            {
                (*terrain)[thisIndex][0] = column_x_loc;
                (*terrain)[thisIndex][1] = column_z_loc;
                (*terrain)[thisIndex][2] = column_y_loc;

                (*terrain_colors)[thisIndex][0] = 46.0f/256.0f;
                (*terrain_colors)[thisIndex][1] = 76.0f/256.0f;
                (*terrain_colors)[thisIndex][2] = 100.0f/256.0f;
                (*terrain_colors)[thisIndex][3] = 1.0f;

                column_z_loc += ISLAND_LAND_TRIANGLE_DEPTH;
                thisIndex++;
            }

But only 1/2 of the face is set to the color I need...

I am doing something wrong.  Any suggestions are very welcome.


Thank you!

Cheers,
Mike

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