Vertex Normals
Ok, here''s my dilemma =]
My program loads .ms3d files, which use a RIGHT-handed coordinate system, and my program uses a LEFT-hand coordinate system... The end result is that it flips the models around. I can fix this by inversing the Z-coordinate in each vertex (just multiply by -1), but then the lighting goes all out of whack because the vertex normals are no longer facing the right direction....
I need to know what kind of formula I can use to get the vertex normals set appropriately after inversing the Z-coordinate, I''ve tried inversing the Z on the normals and other things I cooked up, but none of them worked. Any help would be great!
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