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Normals, planes and vertices

PostPosted: Sep 10, 2002 @ 2:10am
by Dan East

PostPosted: Sep 10, 2002 @ 2:58am
by Kzinti
It depends on what you mean by your vertices normals. A normal is always relative to a surface, not a vertex.

In the context of 3D graphic rendering, normals are associated with vertices. These normals are an approximate representation of the surface curvature and are used to provide more visual information at the rasterization phase (Gouraud/Phong).

I assume you know all that. Thing is these vertices normals are usually calculated using adjacent triangles (or manually set). If you consider them alone, you don't have enough information to get the triangle's normal back.

But if you have the 3 vertices... A simple cross-product would do the work:

N = (B-A) * (C-A)

PostPosted: Sep 10, 2002 @ 12:51pm
by Malmer

PostPosted: Sep 10, 2002 @ 1:34pm
by BurningSheep

PostPosted: Sep 10, 2002 @ 2:26pm
by Dan East
My terminology was confusing. Given 3 vertices, is there any correlation between the normalized (unit) values of the 3 vertices and the normal of the face they describe.

Dan East

PostPosted: Sep 10, 2002 @ 3:43pm
by lamondo

PostPosted: Sep 10, 2002 @ 4:31pm
by cryo

PostPosted: Sep 10, 2002 @ 8:07pm
by BurningSheep

PostPosted: Sep 10, 2002 @ 11:02pm
by Digby