Ok, thanks Mark - think I'm on the right track.. ???
My book here says that to use the glNormalPointer command the array should contain normal vectors for each vertex.
Now is that normals for the vertex mesh (ie. 20 of em) ?, or for each point on the face as its read through ? (so I'd need 12*3) normals.
In other words, is it referencing them from the vertex data, or going through them 3 at a time, like the face list. In which case I'd just have to write a new normal array that contains all the normal coords needed for each point of each face as needed.
Beer in the post for anyone that can understand any of the above !. ;)
Col, since my engine is based on tris, each side would have 6 points ?? - so 36 vertexes needed it total ?
My book here says that to use the glNormalPointer command the array should contain normal vectors for each vertex.
Now is that normals for the vertex mesh (ie. 20 of em) ?, or for each point on the face as its read through ? (so I'd need 12*3) normals.
In other words, is it referencing them from the vertex data, or going through them 3 at a time, like the face list. In which case I'd just have to write a new normal array that contains all the normal coords needed for each point of each face as needed.
Beer in the post for anyone that can understand any of the above !. ;)
Col, since my engine is based on tris, each side would have 6 points ?? - so 36 vertexes needed it total ?