Path: chuka.playstation.co.uk!news From: Ian Thompson Newsgroups: scea.yaroze.programming.3d_graphics Subject: Re: Calculating RSD Normals Date: Tue, 01 Sep 1998 10:24:38 +0100 Organization: The PC Shop Lines: 62 Message-ID: <35EBBD56.8562405D@infotrade.co.uk> References: <3551A622.6DF487E9@clara.net> <35E8D37C.98E372C5@microworld.com> <35E9D4F4.D88AE7BD@hinge.mistral.co.uk> Reply-To: A2595042@infotrade.co.uk NNTP-Posting-Host: usr433.infotrade.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; I) Craig Graham wrote: > Austin wrote: > > > Ian, > > I would look at the libxplod libraries from survival...those give a whole list of diff type of prims as well as an excellent reference for what > > you are doing. I would > > also try to get ahold of Craig Grahm.. he successfully converted asc in rsdanim program... also look on the codeworks site for there reference on > > tmd...I hope > > this gives you some places to look at :) > > Heh heh heh. Any of the select few who's seen my source to RsdANIM want tosnigger about that as well? (there's a whole lot of bodging going on in > there). > > Anyway, I believe Ian sorted it out in the end.... > > > Austin > > Craig. Yep! And just in case this can help anybody else's understanding; for (i=0;i