What would be the appropriate way to generate normals for the mesh creator, using the "mouse ribbon.qtz" as a reference. How is one supposed to appropriately handle texturing and indices as well?
I see some examples that use a 2D grid, but these principles don't seem to work, or at least I'm confused about how to apply them to a scenario like "mouse ribbon.qtz". -- George Toledo [email protected] www.georgetoledo.com
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