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Christopher James Huff wrote:
> In article <403ccb81$1@news.povray.org>,
> Christophe Raffalli <raf### [at] univ-savoie fr> wrote:
>
>
>>Moreover, the definition seems to differ from OpenGL's (order of
>>vertices) and seems not to use normals either when they are given so I
>>can not guess it !
>
>
> It does use the order of the vertices...
But how ? It is nowwhere in the doc ?
Lets say you have a triangle <A,B,C>.
If the normal defining tre front face the vertor product of (B-A) and (C
-A) ? Is it somthing else ?
>for example, the HF_*() height
> field generator macros produce meshes with correct normals. You do have
> to make sure that you only texture the mesh object as a whole, no
> per-triangle textures.
>
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