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Normal Calculation Fails in some cases...

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hi, my normal calculation works only fine if i define my vertex data as follows: v[4] = {-1, -1, -1}, {1, -1, -1}, {1, 1, -1}, {-1, 1, -1} but it does not work properly for cases like this one: v[4] = {0, 0, -1}, {2, 0, -1}, {2, 2, -1}, {0, 2, -1} the normal is still perpendicular, but in the opposite direction what the hell should i do? thankful christian

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here is the source code for calculatiing the normals:

void ReduceToUnit(GLfloat vector[3])
float length;

length = (float)sqrt((vector[0]*vector[0]) + (vector[1]*vector[1]) + (vector[2]*vector[2]));

if(length == 0.0f) length = 1.0f;

vector[0] /= length;
vector[1] /= length;
vector[2] /= length;

void calcNormal(float v[3][3], float out[3], bool toUnit)
float v1[3],v2[3];

static const int x = 0;
static const int y = 1;
static const int z = 2;

v1[x] = v[0][x] - v[1][x];
v1[y] = v[0][y] - v[1][y];
v1[z] = v[0][z] - v[1][z];

v2[x] = v[1][x] - v[2][x];
v2[y] = v[1][y] - v[2][y];
v2[z] = v[1][z] - v[2][z];

out[x] = v1[y]*v2[z] - v1[z]*v2[y];
out[y] = v1[z]*v2[x] - v1[x]*v2[z];
out[z] = v1[x]*v2[y] - v1[y]*v2[x];

if (toUnit) ReduceToUnit(out);

another question: how can i avoid using the sqrt??

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