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Tanoctoday at 7:31 AM0 repliesview on HN

If I remember my graphics accelerator history correctly per-vertex lighting using Gouraud shading was the method SGI made standard with OpenGL in 1992, before 3DFX and ATI came in and made per-pixel via Blinn-Phong just as computationally efficient in about 2000 or 2001. Used before Gouraud and then alongside per-vertex and per-pixel was per-face flat shading, which kept being used up until the Xbox 360/PlayStation 3/DirectX 10 era. Face normals for per-pixel started being used in 1999 by SEGA, but stopped being common around the same time as normals flat shading got abandoned.

If I'm wrong please feel free to correct any of this, it's been about eight years since I last learned all of the different methods.