Face Normals- In need of help

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RepSharpshooter
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Face Normals- In need of help

Post by RepSharpshooter »

Ok so I'm writing my mesh exporter, and I'm making triangle strips, and I don't know how to define normals in them.

FYI: Normals are which side the triangle is drawn on.

You see, thunder exported two planes with opposite normals, and they had the same normals in-game, so I'm very confused, I need someone to double-check.

So, if someone knows about this stuff, or if you could export a plane, then a plane with the normals inverted, and tell me if you see in ZE that the two planes are drawn on opposite sides, that'd be great.
If the two planes end up being drawn on opposite sides, I'd like to see the msh, so I can tell how the triangle strips are defined to make them do that.
You see normally (Pun, lol) normals are defined (in a single triangle) by the points being defined either clockwise or counter-clockwise. But I have no idea when it comes to a triangle strip.

So basically all I need is for someone either to tell me if the inverting normals work (I doubt someone could just tell me the binary structure off hand of the STRP chunk :wink: but you never know ), or:
I need two planes exported, with opposite normals. The comparison between them is imperative to my writing a mesh exporter.
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Re: Face Normals- In need of help

Post by t551 »

All I know is that a directx-standard triangle strip starts with the first triangle running clockwise, then the next counterclockwise.

More info:
http://msdn2.microsoft.com/en-us/library/bb172486.aspx
(Scroll down to the big picture of the blue triangles.)
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