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?).
Thanks,
Jon
Thanks,
Jon
>Thanks,
>Jon
>>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?).
You will typically want to make this normal of unit length.
-Paul Martz
Hewlett Packard Workstation Systems Lab
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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.
Jon
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
>given vertex.
Jon
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