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can someone explain to me what is the normal variable in the vectors struct i need to put? and can someone explain to me what is Phi & Theta? [edited by - ilankt on May 2, 2003 9:06:37 AM]

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it''s kind of urgent...

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a normal is the direction a polygon faces

-> || ->

Where || is the polygon, and the arrows represent the normal.
When you lit the poly from the RIGHT side, you'll see the polygon from the right side. If you lit the polygon from the LEFT side, there is a chance you will not see the polygon. The polygon is faced to the rightside, so if there is no light from the rightside, the polygon lies in the darkness.

typedef struct SVertex{float  x, y, z;float nx,ny,nz;DWORD color;}SVertex;D3D_XYZ | D3D_NORMAL | D3D_DIFFUSE

Don't forget to turn use it with lighting.

And for Pi, I think those are definitions for a famous number . See, Pi equals 3.14xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx.
Millions of x's, people are still calculating the numbers after the dot. You just use it when you do math with circles.
As for Theta, I think it's something like Pi but I'm not sure.
I still gotta learn it in school .

OMG OMG OMG OMG OMG, posting error on edit! OMG OMG OMG

.lick

[edited by - Pipo DeClown on May 2, 2003 4:39:35 PM]

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