You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The Lambert and Phong shaders calculate lighting per-vertex. This results in poor lighting for meshes with low vertex density. There really is no need for this on modern hardware.
The text was updated successfully, but these errors were encountered:
The Lambert and Phong shaders calculate lighting per-vertex. This results in poor lighting for meshes with low vertex density. There really is no need for this on modern hardware.
The text was updated successfully, but these errors were encountered: