Conversation
…state The `glShadeModel` state is initially `GL_SMOOTH`, but other code may change it to `GL_FLAT` and if it doesn't change it back afterwards, users of `URenderPipeline` may not get the expected render result (e.g. trying to draw a gradient will result in a single flat color instead). The chance of some user of `URenderPipeline` intentionally relying on this global state leaking in feel suffuciently low, that I don't think any backwards compatibility needs to be maintained for it. I don't think it is even necessary to make this behavior configurable, since we don't allow a single vertex to be shared by multiple primitives, so anything which could be achieved by using GL_FLAT can also by achived by simply using the same data for all vertices of each primitive. And modern OpenGL doesn't support it anyway.
Sychic
approved these changes
Oct 15, 2025
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
The
glShadeModelstate is initiallyGL_SMOOTH, but other code may change it toGL_FLATand if it doesn't change it back afterwards, users ofURenderPipelinemay not get the expected render result (e.g. trying to draw a gradient will result in a single flat color instead).The chance of some user of
URenderPipelineintentionally relying on this global state leaking in feels sufficiently low, that I don't think any backwards compatibility needs to be maintained for it. I don't think it is even necessary to make this behavior configurable, since we don't allow a single vertex to be shared by multiple primitives, so anything which could be achieved by using GL_FLAT can also by achieved by simply using the same data for all vertices of each primitive. And modern OpenGL doesn't support it anyway.