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RandomLogic

Per vertex diffuse and specular?

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I''m coding the data structure to partiotion my models right now, I got to the part where I need to decide what kind of vertices to use. I''m trying to figure out whether I should include diffuse and specular color in the vertex data. I figure that in a textured scene the only use I can ever get from per vertex coloring is to give polygons sharing the same texture different tints, but I can get that from materials. On the other hand.. A) if later I want to use vertex and pixel shaders, will I be able to declare the shader''s output vertices to include per vertex colors even though they''re not in the original vertex format (calculate them in the shader)? and B) What kind of other effects that I''m not thinking of can I get from per vertex coloring. RL

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