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Vertex normals

Started by VprMatrix89 2 replies 550+ views
Original Post
VprMatrix89
VprMatrix89
I have a question about how D3D lights objects using the vertex normals. I read read that you must average each adjacent plane normal and that worked fine. But I have a question particular to quad-trees because usually I share vertexes between chunks. But now in order to split a chunk I must gather adjacent face normals to average the seam vertexes. Is it possible to create 2 verts at a seam for each chunk and only average face normals on its side to correct lighting? In this image the red is where there's 2 verts Image Hosted by ImageShack.us
Rewdew
Rewdew
What prevents you from looking at the adjacent chunk data when generating the normals for the chunk?
bluebit
bluebit
The 2 verts must have a same normal.
VprMatrix89
VprMatrix89
Its alot of code that i wanted a way around.. not just because these grids but *junctions* which are totally different orientation.

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