Definition of the color shading model.
Enumerator |
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Graphic3d_TOSM_DEFAULT | Use Shading Model, specified as default for entire Viewer.
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Graphic3d_TOSM_UNLIT | Unlit Shading (or shadeless), lighting is ignored and facet is fully filled by its material color. This model is useful for artificial/auxiliary objects, not intended to be lit, or for objects with pre-calculated lighting information (e.g. captured by camera).
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Graphic3d_TOSM_FACET | Flat Shading, calculated per-facet basing on facet normal. This model is useful for mesh element analysis. Note that unlike Graphic3d_TOSM_VERTEX/Graphic3d_TOSM_FRAGMENT, this shading model does NOT require normals to be defined within vertex attributes.
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Graphic3d_TOSM_VERTEX | Gouraud Shading, calculated per-vertex basing on nodal normal, and then color is interpolated across fragments. This shading model was default within Fixed-Function Pipeline of old OpenGL (and Direct3d); still can be used as alternative to Graphic3d_TOSM_FRAGMENT for better performance on low-poly (and middle-poly) models (per-fragment shading is more optimal for considerably high-poly models, since expensive shading is not computed for discarded fragments). Shading model requires normals to be defined within vertex attributes.
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Graphic3d_TOSM_FRAGMENT | Phong Shading, calculated per-fragment basing on nodal normal, so that normal is interpolated across fragments. This is a main shading model nowadays, providing the best image quality. Shading model requires normals to be defined within vertex attributes.
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Graphic3d_TOSM_NONE | |
V3d_COLOR | |
V3d_FLAT | |
V3d_GOURAUD | |
V3d_PHONG | |