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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 -*/
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