//! Shading model requires normals to be defined within vertex attributes.
Graphic3d_TOSM_FRAGMENT,
+ //! Metallic-roughness physically based (PBR) illumination system.
+ Graphic3d_TOSM_PBR,
+
+ //! Same as Graphic3d_TOSM_PBR but using flat per-triangle normal.
+ Graphic3d_TOSM_PBR_FACET,
+
// obsolete aliases
Graphic3d_TOSM_NONE = Graphic3d_TOSM_UNLIT,
V3d_COLOR = Graphic3d_TOSM_NONE,
enum
{
//! Auxiliary value defining the overall number of values in enumeration Graphic3d_TypeOfShadingModel
- Graphic3d_TypeOfShadingModel_NB = Graphic3d_TOSM_FRAGMENT + 1
+ Graphic3d_TypeOfShadingModel_NB = Graphic3d_TOSM_PBR_FACET + 1
};
#endif // _Graphic3d_TypeOfShadingModel_HeaderFile