I'm working on a small project in LWJGL. Currently I'm storing vertices, normals, and vertex colors from an obj/mtl file.
I'm trying to prevent vertex shading. That is, I want each polygon to have it's defined color. I've done some reading online and I've seen using the flat
modifier on shaders, and gldisable(GL_BLEND)
. So far the only thing that has given me the desired result is creating 6 separate planes and shading them accordingly in Blender.
The sperate planes seems like a total hack, and I don't see how that would scale well.
The cube on the left is simply a cube exported from blender with 6 different materials. The one on the right, what I'm trying to achieve, it 6 planes modeled to look like a cube, then exported.
What is the proper way to achieve my goal of independently colored faces?
https://stackoverflow.com/questions/66701247/how-to-implement-flat-shading-in-lwjgl March 19, 2021 at 09:07AM
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