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rendering planes

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first, if your plane normal is N and distance is D,
then in the classic plane equation A*x + B*y + C*z + D = 0 is N=(A,B,C)... ok?

Now, you want to draw the plane as a .... let as say a triangle? Choose some x and y coordinates of each vertex and derive the z value from the equation above

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I like vector plane equation very much.
Given S,T,O vectors and s,t scalars, all the points on the plane can be expressed as

O + sS + tT = 0

This is actually the same as above but I believe it's somewhat more readable. It obviously assumes S,T to be different vectors.
The nice thing of this is that the normal is then simply N = S <CROSS> T.

By the way, why don't you tell us directly what you're trying to do?

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