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3D graphics eBook - Course Materials Repository

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Vertex Buffer Object 232<br />

vertexes<br />

*/<br />

glDrawArrays(GL_TRIANGLES, 0, 3);<br />

/*---------------------------------------------------------------*/<br />

References<br />

[1] http:/ / www. opengl. org/ about/ arb/<br />

[2] "GL_NV_vertex_array_range Whitepaper" (http:/ / developer. nvidia. com/ object/ Using_GL_NV_fence. html). .<br />

[3] "ATI_vertex_array_object" (http:/ / oss. sgi. com/ projects/ ogl-sample/ registry/ ATI/ vertex_array_object. txt). .<br />

[4] "OpenGL 2.1 function reference" (http:/ / www. opengl. org/ sdk/ docs/ man/ xhtml/ ). .<br />

[5] "OpenGL 3.3 function reference" (http:/ / www. opengl. org/ sdk/ docs/ man3/ ). .<br />

[6] "OpenGL 4.1 function reference" (http:/ / www. opengl. org/ sdk/ docs/ man4/ ). .<br />

External links<br />

• Vertex Buffer Object Whitepaper (http:/ / www. opengl. org/ registry/ specs/ ARB/ vertex_buffer_object. txt)<br />

Vertex normal<br />

In the geometry of computer <strong>graphics</strong>, a vertex normal at a vertex of a polyhedron is the normalized average of the<br />

surface normals of the faces that contain that vertex. The average can be weighted for example by the area of the face<br />

or it can be unweighted. Vertex normals are used in Gouraud shading, Phong shading and other lighting models. This<br />

produces much smoother results than flat shading; however, without some modifications, it cannot produce a sharp<br />

edge.

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