When I create an object, say a cylinder made from a triangle fan, is there a
way to extract the normals from each of the vertices (or faces?).
>>When I create an object, say a cylinder made from a triangle fan, is there
>>way to extract the normals from each of the vertices (or faces?).
You will typically want to make this normal of unit length.
Hewlett Packard Workstation Systems Lab
To reply, remove "DONTSPAM" from email address.
Thank you. I will be needing that information on what I should make theQuote:>For the special case of a cylinder centered on one of the three coordinate
>axes, the surface normal at any given vertex is the vertex, with 0
>substituted for the central axis value. (For example, for a cylinder
>centered on the Z axis, take the vertex and replace the Z value with zero;
>the result is the normal at that vertex.)
>You will typically want to make this normal of unit length.
Thank you. That information on what normal vector I should make will beQuote:>For all three vertices of a given triangle, you can find the common normal
>by taking the crossproduct of the two vectors formed by a given vertex and
>the other two vertices: v1 = p1 - p0; v2 = p2 - p0; n = v1 x v2. For a
>smoother looking cylinder, you can take the average of the normals at a
I`m sure I saw a post about this about a week ago or so.. but I can`t find
Could anyone shed some light on finding the vertex normals for
P.S. I`m not a great maths head (I`m working on it) so be gentle with me.
13. print outs