Warp wrote:
>
> Tor Olav Kristensen <tor### [at] onlineno> wrote:
> > Shay, there are several possible ways to calculate
> > such a normal. It all depends on the application.
>
> I think that the idea is to get smooth lighting. The normal at X must
> be exactly the normal that POV-Ray would calculate if B and C were just
> one triangle.
Hmmm... I don't know how POV-Ray calculates this.
But IIRC ABX once "proved" with an image example
that if the area of the triangles are used to
scale the normal vectors for each triangle, then
it produces quite "smooth shading" results for a
mesh.
Tor Olav
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