# Thread: Critique my normal calculations, they're backwards but work!

1. ## Critique my normal calculations, they're backwards but work!

Hi, I just recently was able to render coherent terrains after quite a long time of trying. I'm not sure why this works but it does, I simply switched the equation around:

instead of: < what every example i've seen says to do
normal = (v1 - v2) * (v2 - v3)

i tried
normal = (v1 * v2) - (v2 * v3)

and it looks good

why is this so? I don't understand this and it baffles me. did the forces of OpenGL come together and i have a working bug, i've been experimenting with light positioning, and it doesn't appear as if the position of my light matches what I feed it. for example. If i set my light position to:
x = 2571.15
y = 6000
z = 3064.18
??? = 45

it appears as if the center of the light source is closer to
x = z = 60

at least that is where the center of my spot_light_cutoff point is in relation to the terrain that i am drawing.

- I am calling glLightfv after a switch to the modelview matrix, and after i translate to my camera position.

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Another question i have is:

Code cpp:
```    GLfloat poslight[4] = {x, y, z, ??? };
glLightfv(GL_LIGHT0, GL_POSITION, poslight );```

what is the fourth parameter for?
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* Note, this normal list jumps by four because i'm rendering quads

Code cpp:
```void ModelObject::CalculateNormals()
{
for(int i=0;i<normal_count;i+=12) {
float v1_x = vertexes[i+0];
float v1_y = vertexes[i+1];
float v1_z = vertexes[i+2];

float v2_x = vertexes[i+3];
float v2_y = vertexes[i+4];
float v2_z = vertexes[i+5];

float v3_x = vertexes[i+6];
float v3_y = vertexes[i+7];
float v3_z = vertexes[i+8];

normals[i+0] =  (v1_x * v2_x) - (v2_x * v3_x);
normals[i+1] =  (v1_y * v2_y) - (v2_y * v3_y);
normals[i+2] =  (v1_z * v2_z) - (v2_z * v3_z);

normals[i+3] =  (v1_x * v2_x) - (v2_x * v3_x);
normals[i+4] =  (v1_y * v2_y) - (v2_y * v3_y);
normals[i+5] =  (v1_z * v2_z) - (v2_z * v3_z);

normals[i+6] =  (v1_x * v2_x) - (v2_x * v3_x);
normals[i+7] =  (v1_y * v2_y) - (v2_y * v3_y);
normals[i+8] =  (v1_z * v2_z) - (v2_z * v3_z);

normals[i+9] =  (v1_x * v2_x) - (v2_x * v3_x);
normals[i+10] = (v1_y * v2_y) - (v2_y * v3_y);
normals[i+11] = (v1_z * v2_z) - (v2_z * v3_z);

}

// I believe i should normalize to unit length here

// Smooth the normals (for heightmap only)
for(int i=0;i<normal_count;i+=12) {
float n1_x = normals[i+0];
float n1_y = normals[i+1];
float n1_z = normals[i+2];

float n2_x = normals[i+3];
float n2_y = normals[i+4];
float n2_z = normals[i+5];

float n3_x = normals[i+6];
float n3_y = normals[i+7];
float n3_z = normals[i+8];

float n4_x = normals[i+9];
float n4_y = normals[i+10];
float n4_z = normals[i+11];

float n1 = n1_x + n2_x + n3_x + n4_x;
n1 /= 4;
normals[i+0] = normals[i+3] = normals[i+6] = normals[i+9] = n1;

float n2 = n1_y + n2_y + n3_y + n4_y;
n2 /= 4;
normals[i+1] = normals[i+4] = normals[i+7] = normals[i+10] = n2;

float n3 = n1_z + n2_z + n3_z + n4_z;
n3 /= 4;
normals[i+2] = normals[i+5] = normals[i+8] = normals[i+11] = n3;

}
}```

thank you!

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