# Cube with triangle strips and vertex normals

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Hi, I am trying to calculate vertex normals for my objects. By the way, I am not experienced in computer graphics. I took a sample from: http://pille.iwr.uni-heidelberg.de/wiki/index.php/Cube It draws a cube with triangle strips. Please don't suggest quad strips for cube because my purpose isn't draw a cube but to figure out a way to calculate vertex normals for triangle strips. I have studied this example couple of times to figure out how each triangle is drawn, in terms of vertex ordering; whether triangles are drawn CCW or CW. I am confused in a few places where these tris don't follow CW-CCW alternating order. How does this alternation work exactly? To see alternation, from where and toward where should we look at; from face normal to 0, 0, 0? or from 0, 0, 0 to vertex normal, or, from current viewport (whereever gluLookAt is looking at)? Some posts on GameDev unwraps triangle strips - but these strips are located on different planes; how are they unfolded? In order to calculate vertex normal, I should know which vertex is shared in which face, therefore, I should know which order each triangle is drawn. Basically, I would like to know how triangle strips work and how are vertex normals calculated for each individual vertex? Thanks!

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The Microsoft DirectX documentation is helpful.

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