Indexed primitives vs. non indexed

I started using indexed primitives to render a scene. I chose to use indexed as they should be faster than non indexed. Now I found myself in front of this problem: how do I calculate normals???
As I have 1 normal entry for each vertex I will calculate that normal interpolating the normals of all the faces the vertex is part of.
Due to this fact the shading is quite orrible...
I found only 2 solutions to this: do shading in a vertex/pixel shader (I don't want to use them for now...) and putting a degenerate face beetween each pair of faces.
Does someone know a better way to do this or should I turn back to non indexed?

nICO

[hr]
[italic]How beautiful, if sorrow had not made Sorrow more beautiful than Beauty itself.[/italic]
JOHN KEATS

Comments

  • I did not explain myself right... the real problem was that interpolating the normals gives you a smooth result, and if you need hard or partially hard edges it is not a good result...

    Anyway I solved the problem using non indexed primitive, also because they're better for some other aspects of my program.

    Thank you for the answer!
    nICO

    [hr]
    [italic]How beautiful, if sorrow had not made Sorrow more beautiful than Beauty itself.[/italic]
    JOHN KEATS


Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

In this Discussion