Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: "Charles Nicholson" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Normal Vector Directon Date: Mon, 8 Feb 1999 10:40:17 -0500 Organization: SCEA News Server Lines: 17 Message-ID: <79mvtb$2ed4@scea> References: <01be51d4$857b00a0$LocalHost@default> <79kdd4$2ed3@scea> <01be535c$82ac9e40$LocalHost@default> NNTP-Posting-Host: chnicholson.vassar.edu X-Newsreader: Microsoft Outlook Express 4.72.3155.0 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3155.0 Absolutely. The dot product between your triangle's normal (at full brightness) and the light source is 0, because they're orthagonal to each other. -charles >... 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.