CompuServe Thread

#Vertex normals

8 messages in this thread
#126106From: David HumpherysSep 28, 1994 8:30 PM
Is there a way to recieve the number of vertex normals from a modeled object. Not the number of vertecies, but the number of vertex normals? Thanks Dave
#126141From: Yost GroupSep 29, 1994 12:36 AM
There's a normal for each face, so just do a Current Status and it'll tell you how many faces there are. – G
#126152From: David HumpherysSep 29, 1994 1:16 AM
I'm not talking about face normals, I'm talking about vertex normals. 3ds may not deal with them. If one vertex is used in more than one smoothing group, then that vertex has more than one normal. I could derive the number of vertex normals by figuring the # of verticies used by more than one smoothing group then double it, but that's a pain. Do you have any other suggestions? thanks
#126208From: Yost GroupSep 29, 1994 10:32 AM
Vertices don't have normals in 3DS. (normals don't have anything to do with smoothing groups) – G
#126209From: David HumpherysSep 29, 1994 10:36 AM
Thanks for the help.
#126437From: SyndesisSep 30, 1994 10:36 AM
What is it that you're trying to do with vertex normals?
#126642From: David HumpherysOct 1, 1994 5:28 PM
Count them. I believe that vertex normals are a function of the drawing engine, and how it computes the geometry. Although I don't know much about it at all. I want to determine a way, or a software package that can calculate the number of vertex normals, so I can adjust my geomtry accordingly.
#126788From: SyndesisOct 2, 1994 9:50 PM
So you want to know the number of shared, smoothed vertices… Just the number? Wouldn't it be more important to know which ones are shared, if you were adjusting your geometry? From what I've seen, this is one of those issues that each 3D engine handles differently. Sometimes the presence or absence of vertex normals bubbles up to the file format, where I see it in my work with file translators. Sometimes the information such as vertex connectivity is implicit and re-calculated as the engine renders.