Re: stop texture from interpolating

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From: Jakob NIelsen (a_at_b.c)
Date: 07/09/04


Date: Fri, 9 Jul 2004 10:35:09 +0200


> device.RenderState.ShadeMode = ShadeMode.Flat;

I did that. Didnt change anything.

> A better solution could be to define two vertices (same X, Y, Z, but
> different (u,v) or different color) if you don't want continuity. As
> example, pointA (x=10, y=20, z=30) in Blue for a face all in Blue, and the
> same point, in Red, for another face all in Red. In other words, let the
> interpolation takes place where it makes sense, and create the color
> discontinuity (but geometry continuity) where it is required. You end up
> with more data, but for a close look, that may worth it...

That would be a solution, but I would rather not double my vertices to use
that method.



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