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 have to be like this? Why can't I simply read in primitives and don't specify any normals and somehow let OpenGL ES 2.0 make a flat shade on each face?
Similar question Similar Stackoverflow question, but no suggestion to solution