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- sssshhhhaaaaddddeeeemmmm((((3333GGGG)))) sssshhhhaaaaddddeeeemmmm((((3333GGGG))))
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- NNNNAAAAMMMMEEEE
- sssshhhhaaaaddddeeeemmmm - selects the shading model
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- FFFFOOOORRRRTTTTRRRRAAAANNNN 77777777 SSSSPPPPEEEECCCCIIIIFFFFIIIICCCCAAAATTTTIIIIOOOONNNN
- ssssuuuubbbbrrrroooouuuuttttiiiinnnneeee sssshhhhaaaaddddeeeemmmm((((mmmmooooddddeeeellll))))
- iiiinnnntttteeeeggggeeeerrrr****4444 mmmmooooddddeeeellll
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- PPPPAAAARRRRAAAAMMMMEEEETTTTEEEERRRRSSSS
- _m_o_d_e_l expects one of two possible flags:
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- FFFFLLLLAAAATTTT, tells the system to assign the same color to each pixel of
- lines and polygons during scan conversion.
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- GGGGOOOOUUUURRRRAAAAUUUU, tells the system to interpolate color from vertex to
- vertex when scan converting lines, and to interpolate color
- throughout the area of filled polygons when they are scan
- converted. This is the default shading model.
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- DDDDEEEESSSSCCCCRRRRIIIIPPPPTTTTIIIIOOOONNNN
- sssshhhhaaaaddddeeeemmmm determines the shading model that the system uses to render lines
- and filled polygons. When the system uses Gouraud shading, the colors
- along a line segment are an interpolation of the colors at its vertices,
- and the colors in the interior of a filled polygon are an interpolation
- of the colors at its vertices. In RGB mode, red, green, blue, and alpha
- (when supported) are all interpolated. Currently the interpolation is
- linear. Future architectures may do nonlinear interpolation to
- compensate for errors due to extreme projection.
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- When flat shading is specified, color is not interpolated. Rather, the
- color of the second vertex of a line segment, or of the last vertex of a
- polygon, is used at each pixel of the line segment or polygon. Thus
- connected lines, triangles, and quadrilaterals can be successfully flat
- shaded. For example, the color of the _nth segment in a connected line is
- determined by the color of vertex _n+_1, and the color of the _nth triangle
- in a mesh is determined by the color of vertex _n+_2.
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- Color interpolation or flat shading occurs after lighting and depthcueing
- calculations are made, so both these color generation operations can be
- either flat or Gouraud shaded. Texture, fog, and blending calculations,
- however, occur after pixel shading is completed. These operations are
- always themselves Gouraud shaded, regardless of the current shade model.
- This means, for example, that a triangle mesh can be lighted or depthcued
- with flat shaded facets, then fogged or texture mapped smoothly.
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- SSSSEEEEEEEE AAAALLLLSSSSOOOO
- getsm
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- NNNNOOOOTTTTEEEE
- Gouraud is the default shading model, but is in general slower than flat
- shading. To improve performance, specify flat shading where Gouraud
- shading is not required.
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- PPPPaaaaggggeeee 1111
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- sssshhhhaaaaddddeeeemmmm((((3333GGGG)))) sssshhhhaaaaddddeeeemmmm((((3333GGGG))))
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- BBBBUUUUGGGGSSSS
- On IRIS-4D B and G models, and on the Personal Iris without Turbo
- Graphics, lines are always drawn with constant color regardless of the
- current shading model. Also, flat shaded independent polygons scan
- convert to a single color, but this color is not always that of the last
- vertex specified, Flat shaded polygons yield consistent results on these
- models only when the same color is specified at each vertex. On Infinite
- Reality and Impact flat shaded independent polygons are shaded the color
- of the first vertex.
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- On IRIS-4D GT and GTX models, lines drawn with mmmmoooovvvveeee and ddddrrrraaaawwww are always
- flat shaded, and lines drawn with vvvv commands are always Gouraud shaded,
- regardless of the current shading model. Independent polygons are always
- Gouraud shaded. Triangle meshes are correctly flat or Gouraud shaded,
- depending on the shading model.
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- On early versions of IRIS-4D GT and GTX models, alpha is not interpolated
- correctly within polygons.
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- On IRIS-4D VGX models, independent quads will flat-shade with the color
- from the third vertex instead of the fourth.
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- PPPPaaaaggggeeee 2222
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