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Warp wrote:
> Now, for each vertex point in the mesh take the triangle normals of all
> the triangles sharing that vertex and calculate their average (ie. sum
> the vectors and divide by the number of triangles).
yes.
But the moost difficult problem is to determine the orientation of these
normals.
Some workarounds may be found, but, AFAIK, there is -no- general solution.
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