Original Post
Hello everyone, In my naive attempt to create smoothed vertex normals for meshs I have run into a little snag. Actually creating the normals and smoothing them is easy my problem is with the structure of my mesh data. I have a very basic mesh object that contains an array of faces and an array of vertices. As long as faces share vertices with the all adjacent faces my smoothing works great. However, if two adjacent faces do not share vertices for some reason (different texture coordinates) smoothing is broken between those faces. Is there some simple way to deal with this? My first thought is to go through the mesh looking for faces that share congruent edge / vertices and set up adjacency information but is that the best way to deal with this? How does D3D create adjacency data? That is probably what I need to do.