PetrZ
07-01-2008, 12:40 PM
I just stuck on a little problem. I know complicated workaround, but I'm trying to get the fastest one.
I have vertex (edge) and I need correct vertex (edge) normal, I try Geometry0D.Normal, sum up all polygon node normals and then normalize the result and I even try getting all Geometry1D normals of neighbour edges and it works nice until I rotate my object, then all this vectors are no more aligned to object.
Is there some other way then manualy compute all corss products from border edges of neigbour's polygons?
I have vertex (edge) and I need correct vertex (edge) normal, I try Geometry0D.Normal, sum up all polygon node normals and then normalize the result and I even try getting all Geometry1D normals of neighbour edges and it works nice until I rotate my object, then all this vectors are no more aligned to object.
Is there some other way then manualy compute all corss products from border edges of neigbour's polygons?