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<HTML><BODY><PRE>     <STRONG>NAME</STRONG>	  <STRONG>glShadeModel</STRONG> - select	flat or	smooth shading     <STRONG>C</STRONG> <STRONG>SPECIFICATION</STRONG>	  void <STRONG>glShadeModel</STRONG>( GLenum <EM>mode</EM> )     <STRONG>PARAMETERS</STRONG>	  <EM>mode</EM>	Specifies a symbolic value representing	a shading		technique.  Accepted values are	<STRONG>GL_FLAT</STRONG>	and <STRONG>GL_SMOOTH</STRONG>.		The initial value is <STRONG>GL_SMOOTH</STRONG>.     <STRONG>DESCRIPTION</STRONG>	  GL primitives	can have either	flat or	smooth shading.	  Smooth shading, the default, causes the computed colors of	  vertices to be interpolated as the primitive is rasterized,	  typically assigning different	colors to each resulting pixel	  fragment.  Flat shading selects the computed color of	just	  one vertex and assigns it to all the pixel fragments	  generated by rasterizing a single primitive.	In either	  case,	the computed color of a	vertex is the result of	  lighting if lighting is enabled, or it is the	current	color	  at the time the vertex was specified if lighting is	  disabled.	  Flat and smooth shading are indistinguishable	for points.	  Starting when	<STRONG>glBegin</STRONG>	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.		     ______________________________________		     |<EM>primitive</EM>	<EM>type</EM> <EM>of</EM>	<EM>polygon</EM>	i | <EM>vertex</EM> |		     <EM>|</EM>____________________________<EM>|</EM>________|		     |Single polygon (i<EM>=</EM>1)	  |   1	   |		     |Triangle strip		  |  i+2   |		     |Triangle fan		  |  i+2   |		     |Independent triangle	  |   3i   |		     |Quad strip		  |  2i+2  |		     |Independent quad		  |   4i   |		     <EM>|</EM>____________________________<EM>|</EM>________|	  Flat and smooth shading are specified	by <STRONG>glShadeModel</STRONG>	with	  <EM>mode</EM> set to <STRONG>GL_FLAT</STRONG> and <STRONG>GL_SMOOTH</STRONG>, respectively.     <STRONG>ERRORS</STRONG>	  <STRONG>GL_INVALID_ENUM</STRONG> is generated if <EM>mode</EM> is any value other than	  <STRONG>GL_FLAT</STRONG> or <STRONG>GL_SMOOTH</STRONG>.	  <STRONG>GL_INVALID_OPERATION</STRONG> is generated if <STRONG>glShadeModel</STRONG> is	  executed between the execution of <STRONG>glBegin</STRONG> and	the	  corresponding	execution of <STRONG>glEnd</STRONG>.     <STRONG>ASSOCIATED</STRONG>	<STRONG>GETS</STRONG>	  <STRONG>glGet</STRONG>	with argument <STRONG>GL_SHADE_MODEL</STRONG>     <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG>	  <STRONG>glBegin</STRONG>, <STRONG>glColor</STRONG>, <STRONG>glLight</STRONG>, <STRONG>glLightModel</STRONG></PRE></BODY></HTML>

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