shadem(3G)
shadem - selects the shading model
As shipped in IRIX 6.5.15. Unchanged since IRIX 6.5.
NAME shadem - selects the shading model FORTRAN 77 SPECIFICATION subroutine shadem(model) integer*4 model PARAMETERS model expects one of two possible flags: FLAT, tells the system to assign the same color to each pixel of lines and polygons during scan conversion. GOURAU, 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. DESCRIPTION shadem 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. 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. 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. SEE ALSO getsm NOTE 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. BUGS 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. On IRIS-4D GT and GTX models, lines drawn with move and draw are always flat shaded, and lines drawn with v 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. On early versions of IRIS-4D GT and GTX models, alpha is not interpolated correctly within polygons. On IRIS-4D VGX models, independent quads will flat-shade with the color from the third vertex instead of the fourth.