Archived

This topic is now archived and is closed to further replies.

Vertex Normals

This topic is 5903 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Ok, here''s my dilemma =] My program loads .ms3d files, which use a RIGHT-handed coordinate system, and my program uses a LEFT-hand coordinate system... The end result is that it flips the models around. I can fix this by inversing the Z-coordinate in each vertex (just multiply by -1), but then the lighting goes all out of whack because the vertex normals are no longer facing the right direction.... I need to know what kind of formula I can use to get the vertex normals set appropriately after inversing the Z-coordinate, I''ve tried inversing the Z on the normals and other things I cooked up, but none of them worked. Any help would be great!

Share this post


Link to post
Share on other sites
i suggest creating a new mesh.
inverse all the Z and then recalculate all
the normals and save it to another mesh..

i had this problem before, resizing in your
application may need a lot of calculations..



{ Stating the obvious never helped any situation !! }

Share this post


Link to post
Share on other sites