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By : user2948680
Date : November 15 2020, 06:54 AM
this will help I'm printing a triangle in OpenGL like this : , You need to calculate cross product of 2 edges vectors. code :
``````Nx = Ay*Bz-Az*By;
Ny = Az*Bx-Ax*Bz;
Nz = Ax*By-Ay*Bx;
``````
``````float len=sqrt(Nx*Nx+Ny*Ny+Nz*Nz);
Nx/=len;
Ny/=len;
Nz/=len;
`````` ## Calculating vertex normals OpenGL

By : user3824275
Date : March 29 2020, 07:55 AM
I wish did fix the issue. I'm trying to calculate the vertex normals for a wave, but I'm getting a chequered effect instead of the desired smooth shading. , Those make no sense:
code :
``````Vector3 waveNorm1 = wave1.calcNormal(wave2);
Vector3 waveNorm2 = wave2.calcNormal(wave3);
Vector3 waveNorm3 = wave3.calcNormal(wave4);
Vector3 waveNorm4 = wave4.calcNormal(wave1);
`````` ## Calculating the vertex normals of a quad

By : Rocky Balboa
Date : March 29 2020, 07:55 AM
wish helps you Lets say that i have the following array : , If you have this -
code :
``````   v1        v2
+---------+
|         |
|         |
+---------+
v3        v4
``````
``````CrossProduct((v2-v1), (v3-v1))
`````` ## Calculating Vertex Normals

By : Mani Alvarez
Date : March 29 2020, 07:55 AM
To fix the issue you can do It's not a matter of calculating them per se, the normals are part of the artwork of the object. If you make each corner normal point "outward" from the cube it will have a sort of puffy, rounded appearance, while if you make them point squarely out (normal to the plane of that side of the cube) you'll have a sharply defined cube.
If you had a more complex (smooth) surface with many triangles you could compute normals by averaging the values of the cross products of the sides of the triangles. That would give the smoothest appearance. You are still making an artistic judgement in that case. There's no one answer for every object. ## Calculating Vertex Normals of a mesh

By : ivosaur
Date : March 29 2020, 07:55 AM ## Three.js Calculating Vertex Normals 