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Oct 20th, 2001, 05:29 PM
#2
The normal of a face is the same in DirectX or OGL (or any other 3D application...).
TO find the normal of a face defined by 3 points, A, B, and C, Subtract A from B and C from B to create two vectors. Take the cross product of those two vectors, and normalize the result. You should be able to find the math for the cross product and normalization on Google.
Z.
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