Huray!
I solved it.
Lets say A=top of triangle, B=leftdown and C=RightDown
The x- and z-vectors are fixed, so I calculate the y-vector of the vertice in the middle like this:
Dy=(((By+Cy)/2)+Ay)/2
This way the uv-coordinates of the middle vertice lay exactly in the middle of the texture.
But I calculated its normal like this:
Dn=(An+Bn+Cn)/3.0 (because Shambler told me to ;) HA!
Now I do:
Dn=(((Bn+Cn)/2)+An)/2
Problem fixed!
I solved it.
Lets say A=top of triangle, B=leftdown and C=RightDown
The x- and z-vectors are fixed, so I calculate the y-vector of the vertice in the middle like this:
Dy=(((By+Cy)/2)+Ay)/2
This way the uv-coordinates of the middle vertice lay exactly in the middle of the texture.
But I calculated its normal like this:
Dn=(An+Bn+Cn)/3.0 (because Shambler told me to ;) HA!
Now I do:
Dn=(((Bn+Cn)/2)+An)/2
Problem fixed!