On 3/5/07, Tomas Hnilica <[EMAIL PROTECTED]> wrote:
Robert, I used BIND_PER_PRIMITIVE, because the normal is calculated to
each triangle. When I want to see edges of all triangles, I think I
cannot use BIND_OVERALL, am I right? When using BIND_OVERALL with one
normal, there will be no clear borders between two connected triangles..
I will use BIND_PER_VERTEX, here I hope I am able to get same results,
thank you for performance tip.

For facted lighting you'll need to duplicate vertices as well as the
normals, this would seem to be a big overhead, but since it exercises
OpenGL fast paths can turn out to be quicker than use the OpenGL slow
paths.
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