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Vertex normals

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Yup, it''s me again with a normal question... I finaly perfected my face normal calculation code, but now i need vertex normals. Can any of give me a link or just tell me how to get vertex normals? Thanks!

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here you go:


CVector3 *vNormals = NULL;
CVector3 sum, v1, v2, v3;
t3DObject* pObject;

int i, j, k, l;
bool e;

for (i = 0; i < pModel->numOfObjects; i++)
{
pObject = &pModel->pObject[i];
pObject->pNormals = new CVector3 [pObject->numOfVerts];

vNormals = new CVector3 [pObject->numOfFaces];

for (j = 0; j < pObject->numOfFaces; j++)
{
v1 = pObject->pVerts[pObject->pFaces[j].vertIndex[0]];
v2 = pObject->pVerts[pObject->pFaces[j].vertIndex[1]];
v3 = pObject->pVerts[pObject->pFaces[j].vertIndex[2]];
vNormals[j] = Normalize(Cross(v1 - v2, v1 - v3));
}

for (j = 0; j < pObject->numOfVerts; j++)
{
sum = CVector3(0, 0, 0);
for (l = 0; l < pObject->numOfFaces; l++)
{
e = false;
for (k = 0; k < 3; k++)
{
if (pObject->pFaces[l].vertIndex[k] == j) e = true;
}

if (e)
{
sum = sum + vNormals[l];
}
}
sum = Normalize(sum);
pObject->pNormals[j] = sum;
}

delete [] vNormals;
}


It works with the data structures on www.gametutorials.com (for 3DS loading and vectors)


EDIT: now i realized that both the "Vertex normals" and "Face normals" thread were yours .

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[edited by - Ilici on October 12, 2003 8:10:45 AM]

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