I don’t know wether this post is off-topic or not.I will accept every kind of answer.
i would like to understand the correct way of calculating Vertex normals. At the moment i’m implementing the classic algorithm wich consist in averaging and normalizing the face normals that share the vertex (Goraud?).
The resulting object appear nice but with no edges.
I got some questions about “Averaging”:
- just sum the face-normals?
- or, sum and divide (for the # of faces)?
Second Algo: Welding (edge preserving).
This is what i really like to implement.
I got some descriptions of the above algo but they are quite obscure.
Does someone of you have or knows where to pick a clear description of it (pseudo code or some examples).
I have read a discussion on it made by Nate, and i have the code he use to implement welding, but i like to make a mine implementation.
Thanks for the patience.