But yeah, they both interpolate across the polygons in a similar way... both give you these linear-looking gradients from vertex to vertex. So if you bake lighting info into vertex colors, then show just the vertex colors, it ends up looking just like Gouraud. Kinda cool.
What exactly are the differences between the two? I know exactly what Gouraud shading is, and even though Vertex colour seems to be a more contemporary term, it seems to be more or less the same thing - per Vertex lighting information, rather than pixel level. Cheers, RumbleSushi
They both interpolate vertex data to provide smooth shading so they both can look the same.. they are not however anything like each other. I'm pretty sure there is no second pass, that sounds excessive. vertex colour tinting has been around since forever. more than likely the colour is just multiplied over the diffuse…
Not really. thats like saying a self illumination map is the same as the phong per pixel lighting model. Vertex colour = way of storing colour information on a per vertex level. Goraud Shading = way of assigning lighting data to verts and interpolating between those values to give a smooth result
What Eric said is pretty much what I thought, that at the very least, they are both vertex level gradients, so if you used vertex colours without texture mapping, it would look like gouraud shaded polys with solid colour. The only difference then is that Vertex colour stores colour rather than just light information,…
Keep in mind that I have a retardedly simple view of graphics programming in practice... but here i go. If you've written a textured polygon drawing function then why not integrate your vertex colour into that? your using a barycentic coord to sample your texture so why not use it to work out the vertex colour factor it in…
yeah like r_fletch_r said Goraud is a bit a math used to calculate lighting. This calculation constantly re-evaluates what lighting value each vertex should have. This is then interpolated across the surface of the triangle. Vertex colors work in a similar way but without the real time math. Instead the values are saved in…
So it would be multiplied at a pixel level then right? And all in 1 render pass, simply altering the colour of the diffuse pixel? Not having pixel level control in my engine is pretty annoying. I'm contemplating adding Vertex Colour, but it's going to be too expensive, like Gouraud Shading. Both involve rendering the…
Vertex color absolutely does not require lighting, it's just color data. Where in the shading pipeline you use it is entirely up to you. I only meant it's similar to Gouraud in the way they are interpolated. Some OpenGL code I found after a quick search, might help you...…