Path: chuka.playstation.co.uk!news From: alex@teeth.demon.co.uk (Alex Amsel) Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Normals Date: Mon, 28 Apr 1997 21:49:42 GMT Organization: Into Beyond Lines: 22 Message-ID: <33661b33.1105709@news.playstation.co.uk> References: <33651582.1CFB@innotts.co.uk> Reply-To: alex@teeth.demon.co.uk NNTP-Posting-Host: teeth.demon.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Newsreader: Forte Agent .99g/32.335 On Mon, 28 Apr 1997 22:25:25 +0100, Richard Haskey did quoth at me: > a) Manually rotate the original normals using a derived rotation matrix > and store them in an array. A pain, but I think it is necessary. > b) Get the rotated vertex normals (as created by GsSortObject4) out of >the packet data area. Unlikely since I expect the packet data area contains primitive information only. It is a pain though, so if any nice Sony guys (Colin?) can tell us anywhere to find any of the rotated point information it would be oh so helpful. * Alex Amsel * Into Beyond Web Design & JAVA Programming * * http://www.intobeyond.com * WWFC Utter Rubbish 1996-7* MM - "Steve Corica is every bit as good as that Kinkladze"