I am trying to prevent per-pixel shading in my glsl shader , I have searched high and wide on the web found nothing, Can someone remind me on how to do per-vertex shading in glsl.
I have dealt with this once before, this time I will write myself a note!
Embarrassed to ask this but to annoyed not to!
Started by Nicholas Christopher, Dec 03 2008 03:56 PM
5 replies to this topic
#1
Posted 03 December 2008 - 03:56 PM
Nicholas Christopher
Architecture software development, and modeling
http:\\www.arconovum.com
Architecture software development, and modeling
http:\\www.arconovum.com
#2
Posted 03 December 2008 - 04:14 PM
Do the lighting in the vertex shader, just output the colors to the fragment shader and when it gets the color, just feed it out without any further calculation.
http://iki.fi/sol - my schtuphh
#3
Posted 03 December 2008 - 08:48 PM
Thanks SOL, not what I remember (to be more accurate - not what I remember what I forgot), but certainly works ;)
Nicholas Christopher
Architecture software development, and modeling
http:\\www.arconovum.com
Architecture software development, and modeling
http:\\www.arconovum.com
#4
Posted 04 December 2008 - 07:42 AM
TBH that IS why its called per-vertex lighting and per-fragment lighting ;)
#5
Posted 06 December 2008 - 03:26 AM
TBH I find It a little odd that by using the mix function in my per-fragment
frag shader part changes my rendering from per-vertex to per-pixel .
Seems to me that not having the per-fragment part at all would have been the solution no?
frag shader part changes my rendering from per-vertex to per-pixel .
Seems to me that not having the per-fragment part at all would have been the solution no?
Nicholas Christopher
Architecture software development, and modeling
http:\\www.arconovum.com
Architecture software development, and modeling
http:\\www.arconovum.com
#6
Posted 06 December 2008 - 04:17 AM
Nicholas Christopher said:
Seems to me that not having the per-fragment part at all would have been the solution no?
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