Quick Normal Question
Ok, this should be simple but just want to double check.
I am exporting info from 3dsmax. I have to multiply each vertex by the offset matrix to move it into world space. I assume I have to also mult the Normals by the same matrix because while translation wouldn't change the normal, any rotation to the overall object would. Also does this mean I have to normalize the normals again because multiplication of a point3 and a matrix might make it longer than a unit vector?
-THACO
You should multiply the normals by the transformation, without the translation component. You can do this by setting (assuming D3D-style matrix orientation) matrix components 41,42 and 43 to zero, or by casting to a 3x3 matrix by some method (eg in HLSL).
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