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 > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > > > -- Reply, ???£ (R)(((Ŝǖ"v@ˉ˘MśĦ ¢ ???)))(c) www.garbagetech.co.nr Garbage Games: Games for the Next-Gen