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

Reply via email to