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That I did not know... any details on how the exact normal vector is
calculated? My guess would be it's an average of the three normals wighted by
the inverse distance, so the closest normal has the greatest influence....
Josh
Nieminen Juha wrote:
> Good explanation. It missed one detail however:
>
> When you define the normals for each vertex, and you want to calculate
> the normal somewhere in the middle of the triangle, it's calculated by
> interpolating the three normals of the vertices. (Btw, this is the
> so-called phong normal interpolation or phong shading.)
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
--
Josh English
eng### [at] spiritonecom
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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