gl.ShadeModel(mode)
Flat and smooth shading are indistinguishable for points. Starting when gl.Begin() is issued and counting vertices and primitives from 1, the GL gives each flat-shaded line segment i the computed color of vertex i + 1, its second vertex. Counting similarly from 1, the GL gives each flat-shaded polygon the computed color of the vertex listed in the following table. This is the last vertex to specify the polygon in all cases except single polygons, where the first vertex specifies the flat-shaded color.
Primitive Type of Polygon i | Vertex --------------------------------------- Single polygon (i == 1) | 1 Triangle strip | i + 2 Triangle fan | i + 2 Independent triangle | 3i Quad strip | 2i + 2 Independent quad | 4i |
Flat and smooth shading are specified by gl.ShadeModel()
with mode set to #GL_FLAT
and #GL_SMOOTH
, respectively.
Please consult an OpenGL reference manual for more information.
#GL_FLAT
and #GL_SMOOTH
;
the initial value is #GL_SMOOTH
#GL_INVALID_ENUM
is generated if mode
is any value other than #GL_FLAT
or #GL_SMOOTH
.
#GL_INVALID_OPERATION
is generated if gl.ShadeModel()
is executed between the execution of gl.Begin() and the corresponding execution of gl.End().
#GL_SHADE_MODEL