Hi, I know I to calculate normales for any round like object, or in fact any volume, but when it comes to plan I never get satisfactory result.
My plan always "cross" (0,0,0) ! If I do like for usual volumes, I get a strange result like: 00### 00### #00## ###00 ###00 -> Some normales look down while other look up. I tried some trick, with amongst them: normale x = -x in case my normal z value is negative, but thought it improves a little, it's not good Note, that all my faces are always ordered: A-B | | C-D and I do always do |AB|.|AC| to get my normal value. (I tried using all possible faces for a single point, but it's not much better and I like the fact my faces are not so smooth. Any idea appreciated. _______________________________________________ fltk-opengl mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk-opengl
