[gameprogrammer] Re: Generating and rendering meshes

  • From: "®£$ǖ\"v@M$Ħ ¢© $." <theamericansushi@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Thu, 27 Mar 2008 19:44:28 +0530

Not about your question but i have added you in gamil but it looks like you
haven't accepted the invitation. Can you please see that you accept.

On Thu, Mar 27, 2008 at 5:24 PM, richard sabbarton <
richard.sabbarton@xxxxxxxxx> wrote:

> Hi There,
>
> I am looking to create a MESH loading and rendering class that I can
> use to expand on the standard primitives normally available.  I
> haven't looked much at meshes before and I am making a few
> assumptions...
>
>  - The mesh will form an array of vertex points
>  - The mesh will be defined by the width and height of the array
>
> When I am rendering the mesh I will need to render two triangles for
> each set of 4 vertices that make up that part of the mesh and then
> loop through each segment.  I am OK so far but I have some areas that
> are a little unclear.
>
> Each vertex should also have a Normal and a TextureCoord as well which
> is not a problem.  My question is, what is the best way of calculating
> the Vertex Normals?  I have already written code to calculate the
> normal of a face but with per vertex normals the vertex will be part
> of several faces with different normals.  So how do I decide what the
> normal should be for the vertex?  My initial thought was to take an
> average of all of the face normals that this vertex is part of and
> then normalize the average but I was wondering if there is a specific
> method that other 3D apps etc. would calculate these values.
> Performance is not an issue because I will be precalculating the
> norrmals at design time.  I am just trying to determine which
> direction to go...
>
> Any thoughts?
>
> Regards
>
> Richard
>
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