I have been making some functions that create "rounded" vertex meshes for me by sweeping over two angles ( vertical and horizontal ) and then using trigonometry to determine x, y and z position values. The normal for a sphere made this way is simple, but I have started generating more complicated shapes where the normal can't be easily stripped from the position.
So, I am trying to determine the best way to find this normal value. I know that the normal is given by the reciprocal of the tangent of an equation, and I can find the tangent by taking the derrivative. But I can I use my original equations for x, y and z in terms of the two angles, or do I need to use different equations?
Thank you for any advice!