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Editorial Team
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Editorial Team
Asked: May 22, 20262026-05-22T16:06:02+00:00 2026-05-22T16:06:02+00:00

Is it possible to achieve flat shading in OpenGL when using glDrawElements to draw

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Is it possible to achieve flat shading in OpenGL when using glDrawElements to draw objects, and if so how? The ideal way would be to calculate a normal for each triangle only once, if possible.

The solution must only use the programmable pipeline (core profile).

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  1. Editorial Team
    Editorial Team
    2026-05-22T16:06:03+00:00Added an answer on May 22, 2026 at 4:06 pm

    There are indeed ways around this without duplicating vertices, with some limitations for each one (at least those I can think of with my limited OpenGL experience).

    I can see two solutions that would give you a constant value for the normal over each triangle :

    • declare the input as flat in your shader and pick which vertex gives its value via glProvokingVertex; fast but you’ll get the normal for one vertex as the normal for the whole triangle, which might not look right
    • use a geometry shader taking triangles and outputing triangles to calculate a single normal per face. This is the most flexible way, allowing you to control the resulting effect, but it might be slow (and required geometry shader capable hardware, obviously)
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