问题
Is it possible to achieve flat shading in OpenGL when using glDrawElements to draw objects, and if so how? The ideal way would be to calculate a normal for each triangle only once, if possible.
The solution must only use the programmable pipeline (core profile).
回答1:
There are indeed ways around this without duplicating vertices, with some limitations for each one (at least those I can think of with my limited OpenGL experience).
I can see two solutions that would give you a constant value for the normal over each triangle :
- declare the input as
flat
in your shader and pick which vertex gives its value via glProvokingVertex; fast but you'll get the normal for one vertex as the normal for the whole triangle, which might not look right - use a geometry shader taking triangles and outputing triangles to calculate a single normal per face. This is the most flexible way, allowing you to control the resulting effect, but it might be slow (and required geometry shader capable hardware, obviously)
回答2:
Sadly, the only way to do that is to duplicate all your vertices, since attributes are per-vertex and not per-triangle
When you think about it, this is what we did in immediate mode...
来源:https://stackoverflow.com/questions/6056679/gldrawelements-and-flat-shading