I did a quick calculation on it, and what you want to do to fix normals
after flipping the x coordinate's sign is to flip the sign of the y and z
part of the normal, but not the x part of the normal.

If the normal before flipping the x coord sign on your geometry is:
(1,2,3)
then the normal after flipping the x coord sign is:
(1,-2,-3).

Hope that helps,
Bobby

----Original Message Follows----
From: Niklas Mehner <[EMAIL PROTECTED]>
Subject: Re: [JAVA3D] flipping geometry

Hi !

 > I try to change the sign of the x coordinates on the normal vector
 > as well (something that made sense to me) and it seems to be working only
 > partialy.
You have to change the sign of all coordinates of the normal vector (or
multiply the
vector by -1).

Niklas

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