Path: chuka.playstation.co.uk!news From: Ian Thompson Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Calculating RSD Normals Date: Sun, 10 May 1998 17:52:43 +0100 Organization: The PC Shop Lines: 22 Message-ID: <3555DB5A.B0C517A1@clara.net> References: <3551A622.6DF487E9@clara.net> <6iv58b$6r13@scea> <355390E4.116E0F26@clara.net> <6j1dh8$6r14@scea> <3554755B.3C810C25@hinge.mistral.co.uk> Reply-To: ianthomp@clara.net NNTP-Posting-Host: du-2038.claranet.co.uk 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) > Craig Graham wrote: > > > 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. > > > Hmmm, that sounds about right as I have converted complex textured models on the screen, the flat shading is all wrong but the hidden plane > removal works fine. > > I am trying to do the simpler flat shading before attempting the 'more complex'! gouraud shading. > > Ian T.