Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Calculating RSD Normals Date: Sat, 09 May 1998 16:25:15 +0100 Organization: Intelligent Research Lines: 22 Message-ID: <3554755B.3C810C25@hinge.mistral.co.uk> References: <3551A622.6DF487E9@clara.net> <6iv58b$6r13@scea> <355390E4.116E0F26@clara.net> <6j1dh8$6r14@scea> NNTP-Posting-Host: 194.131.235.3 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.03 [en] (Win95; I) Jar Williams wrote: > Ian, > > Your code looks right. The code I wrote for my program is almost identical, > but I am still having a lot of problems too. I am trying to convert geometry > from another program. It seems to work fine for really basic stuff like > cubes (I've only tried to implement flat shading so far), but I start seeing > holes in the mesh (using rsdv) when things get more complex. If these are That may be caused by the fact that Normal's aren't used for backfaceculling, they are only used for lighting. Backface culling is done on the fly by recalculating the normals/vertex ordering (clockwise/anticlockwise). If a poly is disappearing when you display it on the PSX, chances are you've got the vertex order the wrong way round relative to the rest of the poly's in your model.... Craig.