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Philipp
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Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like GouradGouraud Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader instead of the pixel shader. This is usually far faster, because the vertex shader is usually executed far less frequently.

Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like Gourad Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader instead of the pixel shader. This is usually far faster, because the vertex shader is usually executed far less frequently.

Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like Gouraud Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader instead of the pixel shader. This is usually far faster, because the vertex shader is usually executed far less frequently.

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Philipp
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  • 344

Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like Gourad Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader, which is far faster than in instead of the pixel shader. This is usually far faster, because the vertex shader is usually executed far less frequently.

Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like Gourad Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader, which is far faster than in the pixel shader, because the vertex shader is usually executed far less frequently.

Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like Gourad Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader instead of the pixel shader. This is usually far faster, because the vertex shader is usually executed far less frequently.

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Philipp
  • 123k
  • 28
  • 264
  • 344

Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like Gourad Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader, which is far faster than in the pixel shader, because the vertex shader is usually executed far less frequently.

Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like Gourad Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader, which is far faster than in the pixel shader.

Vertex colors aren't that relevant when you have a fully textured 3d mesh. But it gets interesting when you have an untextured but colored mesh. In that case you assign a color to every vertex. The shader would then color each pixel of a polygon by interpolating between the colors of the three vertices.

Vertex colors can also sometimes be interesting in combination with textures. When you want to use a shading algorithm like Gourad Shading, you just calculate the light intensity on each vertex, assign the light color to the vertex as a vertex color, and when you render the texture you multiply the color value of each texture pixel with the interpolated colors. This allows you to calculate light sources in the vertex shader, which is far faster than in the pixel shader, because the vertex shader is usually executed far less frequently.

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Philipp
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Source Link
Philipp
  • 123k
  • 28
  • 264
  • 344
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