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Re: About vertex normals



wouldnt that just be for sharp edges, and not for smooth edges (ie, a humanoid model)?
-----Original Message-----
From: Pierre Terdiman <p.terdiman@heliovisionsproductions.fr>
To: gameprogrammer@gameprogrammer.com <gameprogrammer@gameprogrammer.com>
Date: Friday, December 10, 1999 3:15 AM
Subject: Re: About vertex normals

That's "the first method".
 
i.e. the bad one.
 
The good one is:
-loop over the faces, add the face normal to the 3 vertices it uses.
-loop over the vertices, normalize the normal.
 
A lot easier, a lot faster.
 
 
It becomes more complicated if you want to use smoothing groups.
 
-----Message d'origine-----
De : csovak <csovak@mb.sympatico.ca>
À : gameprogrammer@gameprogrammer.com <gameprogrammer@gameprogrammer.com>
Date : vendredi 10 décembre 1999 05:07
Objet : About vertex normals

I probably know the answer, but I'd just like to get if verified (not everybody needs to answer if they don't wanna)
 
To determine the vertex normal, you start a loop for each vertex, then you go through the face list, and for every face that uses that vertex, you add that face normal to some form of vector "counter". once each face has been checked, you take the average of the vector "counter" and that's the vertex normal for the vertex being checked..
 
am i right?