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If you can predict which new triangles will be joining
the mesh, you could calculate for each triangle-corner the
surrounding triangles also touching that corner, gather
the surface-normals of all of these triangles, and average
it for the smooth-normal. Aside of that, you could perhaps
trace() the isosurface itself and gather the normal from that,
obviously, you should have an isosurface present. It'll
take a longer parsing time, sure, but you'll end up with a mesh
which you can render fast in trials.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
Email: Tim### [at] gmx de
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