Path: chuka.playstation.co.uk!scea!greg_labrec@interactive.sony.com From: Manny Najera Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Clipping problem Date: Mon, 23 Feb 1998 15:44:27 -0600 Organization: SCEA News Server Lines: 18 Message-ID: <34F1EDBB.BAC3047E@ix.netcom.com> References: <34F075F4.FB9EA26A@ix.netcom.com> <34F0CB76.15648E1C@codeworks.demon.co.uk> <34F0CE4D.E2BF2269@cybec.com.au> NNTP-Posting-Host: dgr-il4-04.ix.netcom.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.01 [en] (Win95; I) X-Priority: 3 (Normal) Toby Hutton wrote: > True, and if you're using flat shading, you should try using gouraud > with fewer sides. If you're inside the tube you could probably get > away > with under 12 and it'd still look fine with smooth shading. The polygons I'm using now are flat shaded, 4-sided polygons with 16bit textures. I wanted to make them gouraud shaded, but I have no idea how to calculate the 4 normals of each polygon (the TMD is made in the program). I understand that the surface normal is the cross product of the two vectors on a polygon, but I don't understand why gouraud shaded polygons need four of them. Aren't they all the same? Manny Najera