Path: chuka.playstation.co.uk!news From: Alex Herbert Newsgroups: scee.yaroze.freetalk.english Subject: Re: Primitive Naming Standard Date: Tue, 13 Oct 1998 16:12:42 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <36236DE9.A4E9B2AB@ndirect.co.uk> References: <36228F2E.FF6F9041@datasys.net> <36234833.5957@manc.u-net.com> Reply-To: aherbert@ndirect.co.uk NNTP-Posting-Host: th-usr02-56.ndirect.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.04 [en] (Win95; I) James Shaughnessy wrote: > I am yet to get into dynamic TMDs so when I do I will go with > whatever we all agree on is an ideal standard. > So forgive me for asking a stupid question, but how can a > *gouraud shaded* triangle (G3 above) also have flat pigment? > Isn't that a contradiction? Or in N4GT, how can a *non-shaded* quad > have a gradient, when non-shaded means no normals will be calculated? > And I thought gradient meant the *same thing* as gouraud shaded? > I'll put money on this being a stupid question and I'm having > some form of mental block, but I /thought/ I understood all this! > No, there are 2 different ways of shading a polygon. Gouraud and Gradient. Gouraud uses normals to 'adjust' the colour of each vertex. Gradient has explicit RGB values for each vertex, and can also have a single normal for flat shading if you want. There are many combinations. Herbs