Dear all,

I am having a little trouble over here with normal generation:

I am generating an n-faced mesh from one triangle and n-1 matrices so that the
1st triangle of the mesh is the original one and the i-th one is generated from
the original one transformed with the affine transformation described by i-th
matrix, 2 <= i <= n.

The mesh is optically (e.g. in wireframe mode) nice and no seams,
but the problem is that both gouraud and flat shading look the same (that is,
gouraud shading is faceted instead of being smooth). Yes, i have set crease
angle to PI. The problem is IMHO some minimal (0.000001) differences in the
coordinates introduced during the matrix multiplication.

Any ideas how to fix this? I have some ideas too, but the problem is that the
time efficiency of the operation (the time is measured between the beginning of
generating the mesh and displaying it on the screen) is very-very important,
even 0.01 s matters. So answers like go through all the faces and if you find
5 vertices that differ only slightly, set all five of them to the average etc.
are far from quick enough...

Thanx...

--
Best regards,
 Peter                          mailto:[EMAIL PROTECTED]

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