Hi, fantastic!! The problem came from the fact I was normalizing my vectors before cross product! Now it works quite well. Thanks alot.
gga wrote: > ariock wrote: >> Note, that all my faces are always ordered: >> > > They probably are not or you are doing something wrong. > >> 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. >> > > |(A-B) x (A-C)| is really what you want (x being cross product), as > there's no need to normalize each vector. > > Two things are required to get a proper normal: > 1. both vectors used in the cross product must be co-planar but not > co-linear > 2. Rotational direction from first vector to second vector must be > counterclockwise (assuming a right-handed coordinate system). That is: > > B--A A--C > \ | | / > \| |/ > C B > > *NOT*: > > A--B > | / > |/ > C > > > _______________________________________________ fltk-opengl mailing list [email protected] http://lists.easysw.com/mailman/listinfo/fltk-opengl
