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brekehan

normals

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I am confused between these two methods of defining normals: 1) 3 triangle vertices, all have the same normal, which is the same as the face normal. 2) 3 triangle vertices, all have thier own normals, which is a direction relevant to the origin. When averaged the result is the face normal. I've always used 1 and it seems to have proper results in my lighting. When do we use 2? Reason I ask, is if I use 2 for my generated sphere, I can use use a index buffer to save on data passed, where I cannot if I use 1. Method 1 results in the shared edges needing seperate vertices.

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Use 2 when the surface is curved like the case of a sphere.
In the case of a sphere, each normal is normalize(vertex_pos - center_pos)

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