Hello,
I have a situation where I need to calculate the normals of a surface for
shading.
The surface is represented as an [][] of hieght values, and because of this
I believe I cannot use the triangulate and generatenormals classes as the
triangulate class may not always return the surface I need.
So, I can generate my own TriangleStripArray from the data but need to
calculate the normal for each triangle. I have just made a quick search of
the net and so far have only found lecture notes and papers etc. that talk
about it a lot, but dont actually tell you how to do it...
I imagine the code is quite simple, given 3 points determining a triangle.
If someone could tell me the either the code to do it, or the math formula
to compute the normal I would be very grateful.
Thanks,
Matthew.
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