OpenGL – vertex normals in OBJ

normal/bump maps Provide fine details without increasing complexity of geometry that means more details at very low performance cost. Normal/bump maps are optional of coarse. normal shading (fragment shader) Normal is vector perpendicular to fragment/face/primitive there are 2 use for it: dull surface illumination lets have: color – per fragment/face/primitive color (modulated with texture) normal … Read more