Hi David

> I may regret taking such a strong stance, but while a face normal is
> *generally* calculated to be perpendicular to the plane formed by 3 points,
> it is *not* mandatory.  Normals and windings have nothing to do with each
Okay that's right. But this will lead into quite false lightning
calculation. Okay only if the normal is extremly different to the true
surface normal

> can and do set their normals in many different ways, in fact the whole
> concept of smoothing groups rely on the ability to adjust the normals to
> values different than the face normals.
Well I think smoothing groups rely more on normals at vertices than on the
true surface normals.

> But regardless... Java3d and OpenGL do *no* backface culling based on
> normals.  They *only* consider the windings.
Which I thought is just a cheap speedup trick which leads to wrong
solutions :). Especialy if you do rotation arround z-axis. (?)

Oh well.

EOF,
 J.D.

--
Realtime Raytracer in JAVA
(http://www.antiflash.net/raytrace)

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