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 CAD / Development / 9599
  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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