Can I specify per face normal in OpenGL ES and achieve non-smooth/flat shading?
问题 I want to display mesh models in OpenGL ES 2.0, where it clearly shows the actual mesh, so I don't want smooth shading across each primitive/triangle. The only two options I can think about are Each triangle has its own set of normals, all perpendicular to the triangles surface (but then I guess I can't share vertices among the triangles with this option) Indicate triangle/primitive edges using black lines and stick to the normal way with shared vertices and one normal for each vertex Does it