From: Ian S. A. R. <ia...@ae...> - 2012-07-24 17:49:04
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On 24/07/12 01:44 PM, John Stewart wrote: > Hi all; > > I'm doing the "Lego" approach to putting shaders together. > > One issue - Gouraud Vs. Phong shading. > > Phong shading is fantastic, but is is not the "old way". It also takes a bit more time to run, as: > > Gouraud shading - lighting calculations done in the Vertex; > Phong shading - lighting calculations done in each and every fragment. > > I'm really tempted to make Phong shading the default, as most GPUs can handle the workload now. > ... would it make sense at build-time to choose which shading type? IE, for mobile/embedded devices that are too stripped down to really do it quickly? (or for that matter, for mobile or embedded apps that are going to render -really big- worlds and it'd just be too much to deal with shading all those elements) This assumes, of course, that it's easy to switch between them and we wouldn't need to maintain two separate batches of (GL)shaders. |