Calculating normals for heightmap

Edit: I have this solved now. :slight_smile: If anyone is interested…
vector3d class or more or less float x, y, z with a few functions to help deal with vectors… which are hard to understand but I found a really great site to help explain this Vectors - Normalizing
This looks pretty decent I think.

float vector3d::length()
{
	return sqrt(x*x + y*y + z*z);
}

void vector3d::normalize()
{
	float len = length();
	if(len != 0)
	{
		x /= len;
		y /= len;
		z /= len;
	}
}

Output

Points
2 0 0
2 0 1
3 0 0
Normals
1 0 0
0.894427 0 0.447214
1 0 0

Points
3 0 0
2 0 1
3 0 1
Normals
1 0 0
0.894427 0 0.447214
0.948683 0 0.316228

Points
3 0 0
3 0 1
4 0 0
Normals
1 0 0
0.948683 0 0.316228
1 0 0

…Well crap, I have the normals now what… lol. Guess I’ll have to figure out how to combine this with the rest of the data… then it’s textures next I think…I hope, I wanna see some nice grassy hills and a mountain… then a tree.