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Vertex Normals

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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!

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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 !! }

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