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Current "flat" program is actually Gouraud shading, which makes rendition slightly different from glxgears on outwards of the gears' teeth.
There are one or two ways to implement flat shading with pure WebGL 1.0 which involve calculating per primitive normal or using dfDx functions. Whatever they are, it's doable. The former one looks promising.
The text was updated successfully, but these errors were encountered:
Current "flat" program is actually Gouraud shading, which makes rendition slightly different from glxgears on outwards of the gears' teeth.
There are one or two ways to implement flat shading with pure WebGL 1.0 which involve calculating per primitive normal or using dfDx functions. Whatever they are, it's doable. The former one looks promising.
The text was updated successfully, but these errors were encountered: