Path: chuka.playstation.co.uk!news From: "Jon Prestidge (alias Moose)" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Normal Vector Directon Date: 8 Feb 1999 12:12:22 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 17 Message-ID: <01be535c$82ac9e40$LocalHost@default> References: <01be51d4$857b00a0$LocalHost@default> <79kdd4$2ed3@scea> NNTP-Posting-Host: p4Cs11a01.client.global.net.uk X-Newsreader: Microsoft Internet News 4.70.1155 Thanks Charles... and from what you say, I have got all my normals backwards! Oh how embarrassing! I must have my ligting vectors round the wrong way too. Oh well It's reasonably easy to correct them all.... but before I do please check my new revised less ambiguous question below and see if you would still answer in the same eye-poking way! > Organizing the points in your triangles so that they go clockwise "tells" > the renderer which side is facing out. ... ah, so to leave the point order out of it and to ask the question in a different way:- if you were facing the triangle and the light source was directly behind you and the surface of the triangle appeared at full brightness would the normal vector be pointing away from you or pointing towards you and poking in your eye still?! ... thanks again, Jon.