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 CAD / Development / 9591
  Re: surface normals and vertex normals for OpenGL
 
(...) All: It is dangerous to write technical arguments at 1:30 in the morning, and I made some serious mistakes in my post above. 1) You are correct that most LDRAW parts are not closed and probably never will be. Optimizing for ease of part (...) (20 years ago, 11-Mar-04, to lugnet.cad.dev)
 
  Re: surface normals and vertex normals for OpenGL
 
I won't argue with your clarification, but I will point out that it would be more difficult for a renderer to perform this feat, particularly one that is designed as a real-time renderer, and therefore presumably has rather serious limitations on (...) (20 years ago, 12-Mar-04, to lugnet.cad.dev)
 
  Re: surface normals and vertex normals for OpenGL
 
(...) With the use of a point hash table, it should be possible to do all of the analysis in linear time proprotional to the number of points in the object. So, I guess I disagree with you. Not that it particularly matters, until somebody actually (...) (20 years ago, 13-Mar-04, to lugnet.cad.dev)

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