The positions of points can be specified either in ordinary coordinates as {x, y} or {x, y, z}, or in scaled coordinates as Scaled[{x, y}] or Scaled[{x, y, z}]. »
Offset can be used to specify coordinates in two dimensions. »
The boundary of a polygon is formed by joining the last point you specify to the first one.
You can use graphics directives such as GrayLevel, RGBColor and Opacity to specify how polygons should be filled. »
FaceForm and EdgeForm can be used to specify how the interiors and boundaries of polygons should be rendered. »
In two dimensions, polygons are by default rendered with no explicit edges drawn. In three dimensions, they are by default rendered with black lines on their edges.
The option VertexColors->{c1, c2, ...} can be used to specify different colors for each vertex of a polygon. The interior is then colored by interpolation between these. »
In three dimensions, shading of polygons is determined by simulated lighting.
Polygons are by default assumed to act like diffuse gray reflectors. Color directives can be used to change their surface color.
You can specify surface material properties using the graphics directives Specularity and Opacity.
Glow[color] can be used to add glow colors that are not affected by simulated illumination.
In three-dimensional graphics, polygons are considered to have both front and back faces, with their normals taken to point to the front.
You can use FaceForm[front, back] to specify different properties for front and back faces. »
By default, the normal direction for a polygon is determined by a right-hand rule, so that typically the first three vertices will be in a counterclockwise order when viewed from the front.
The option VertexNormals->{n1, n2, ...} can be used to specify effective normals at each vertex of a polygon, to be interpolated for purposes of smooth shading. »
Polygons in 2D and 3D can be non-convex, and can intersect themselves. Self-intersecting polygons are filled according to an even-odd rule that alternates between filling and not at each crossing.
In 3D, non-planar polygons are broken into triangles for rendering. Quadrilaterals are broken in two; other convex polygons are typically broken into triangles emanating from the center.
For purposes of shading, non-planar polygons are taken by default to have a single average normal.
Individual coordinates and lists of coordinates in polygons can be Dynamic objects.