Open CASCADE Technology  7.3.1.dev
Enumerations
Graphic3d_TypeOfShadingModel.hxx File Reference

Enumerations

enum  Graphic3d_TypeOfShadingModel {
  Graphic3d_TOSM_DEFAULT = -1, Graphic3d_TOSM_UNLIT = 0, Graphic3d_TOSM_FACET, Graphic3d_TOSM_VERTEX,
  Graphic3d_TOSM_FRAGMENT, Graphic3d_TOSM_NONE = Graphic3d_TOSM_UNLIT, V3d_COLOR = Graphic3d_TOSM_NONE, V3d_FLAT = Graphic3d_TOSM_FACET,
  V3d_GOURAUD = Graphic3d_TOSM_VERTEX, V3d_PHONG = Graphic3d_TOSM_FRAGMENT
}
 Definition of the color shading model. More...
 
enum  { Graphic3d_TypeOfShadingModel_NB = Graphic3d_TOSM_FRAGMENT + 1 }
 

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
Graphic3d_TypeOfShadingModel_NB 

Auxiliary value defining the overall number of values in enumeration Graphic3d_TypeOfShadingModel.

◆ Graphic3d_TypeOfShadingModel

Definition of the color shading model.

Enumerator
Graphic3d_TOSM_DEFAULT 

Use Shading Model, specified as default for entire Viewer.

Graphic3d_TOSM_UNLIT 

Unlit Shading (or shadeless), lighting is ignored and facet is fully filled by its material color. This model is useful for artificial/auxiliary objects, not intended to be lit, or for objects with pre-calculated lighting information (e.g. captured by camera).

Graphic3d_TOSM_FACET 

Flat Shading, calculated per-facet basing on facet normal. This model is useful for mesh element analysis. Note that unlike Graphic3d_TOSM_VERTEX/Graphic3d_TOSM_FRAGMENT, this shading model does NOT require normals to be defined within vertex attributes.

Graphic3d_TOSM_VERTEX 

Gouraud Shading, calculated per-vertex basing on nodal normal, and then color is interpolated across fragments. This shading model was default within Fixed-Function Pipeline of old OpenGL (and Direct3d); still can be used as alternative to Graphic3d_TOSM_FRAGMENT for better performance on low-poly (and middle-poly) models (per-fragment shading is more optimal for considerably high-poly models, since expensive shading is not computed for discarded fragments). Shading model requires normals to be defined within vertex attributes.

Graphic3d_TOSM_FRAGMENT 

Phong Shading, calculated per-fragment basing on nodal normal, so that normal is interpolated across fragments. This is a main shading model nowadays, providing the best image quality. Shading model requires normals to be defined within vertex attributes.

Graphic3d_TOSM_NONE 
V3d_COLOR 
V3d_FLAT 
V3d_GOURAUD 
V3d_PHONG