Original Post
Hello,
I''m not up on my trigonometry and am trying to understand things that used to (and often still do) confuse me. One of these encounters is the following problem:
D3DXVECTOR3 vector1; D3DXVECTOR3 vector2; D3DXVECTOR3 vector3; D3DXVECTOR3 result;How do I get the normal vector from the 3 points contained within vector1,2,3 and place them into ''result''? Ultimately I know the three vertex points that define a face within my vertex buffer and need to calculate the face normal vector from those vertices. I''ve tried looking it up in the documentation but nothing seems to calculate the result simply from 3 vectors. I''d appreciate any clarification.