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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