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Thomas WIlliams

Member Since 31 Aug 2011
Offline Last Active May 19 2014 12:44 PM

Posts I've Made

In Topic: What normal to use when triangles are in smoothing groups?

27 February 2012 - 09:14 AM

Thanks for the reply :)
I have a rough idea of how all this works now. I was listening to something my lecturer said today about shading. For a standard sphere/cube(smoothed), you can take the vector from the mesh origin to the vertex (& normalize it). Could I use this on other shapes as a 'quicker' procedure for getting the vertex's. This would be really quick as all it is

(vertex - meshOrigin).normalise();

Or would this produce some weird results. The solution that I have at the moment takes way too long. I will give this a try :)

In Topic: What normal to use when triangles are in smoothing groups?

22 February 2012 - 05:14 PM

I will have a go at implementing that and post my result back. This sounds like it could work. I will now have to cycle through each triangle in a given smoothing group to work out the averaged vertex normals. Thank you once again. :)

In Topic: What normal to use when triangles are in smoothing groups?

22 February 2012 - 08:19 AM

I sort of see where you are coming from. I still don't understand how I could make the calculation. So if I had 2 triangles at right-angles joined along one edge (and part of the same smoothing group). what vector would I use for the intensity calculation at the joining vertex? Do I calculate some average of the 2 face normal vectors?

Thank you for the speedy reply

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