I guess I was unfamiliar with the crease angle. I took your advice on the cube properties and that is indeed what I see in my OpenGL code.
Let's see if I understand the concept. If the angle between an adjacent surface and the surface for which I am calculating normals is greater than the crease angle I ignore that surface when calculating the per vertex normal.
That makes sense, but, this adds another calculation in the loop for normals. I suppose I have a code optimisation problem, its at least an order of magnitude slower than AC3D for an object with 20000 verticies. I was certainly hoping there was a magic pill that would solve my problem.
thanks
ges
|