1
vote
3answers
188 views

Is it possible to gain performance by omitting vertex normals in the GPU pipe?

I am working on a rendering problem where I want to render as many raw triangles to the screen as I can with either OpenGL or DirectX with the absolute fastest performance possible. I wondered about ...
2
votes
1answer
105 views

XNA calculate normals for linesegment

I am quite new to 3D graphical programming and thus far only understand that normal somehow define the direction in which a vertex faces and therefore the direction in which light is reflected. I have ...
3
votes
1answer
112 views

Surface normal to screen angle

I've been struggling to get this working. I simply wish to take a surface normal and convert it to a screen angle. As an example, assuming we're working with the highlighted surface on the sphere ...
2
votes
1answer
120 views

Pixelated Normal Generation

I am generating normals for each vertex in a standard 512*512 quad. Yet when I do using the following code: public Vector3f[] normals(Vector3f[] surface){ Vector3f[] normals = new ...
2
votes
0answers
199 views

Vertex Normals, Loading Mesh Data

My test FBX mesh is a cube. From what I surmise, it seems that the cube is on the extreme end of this issue, but I believe that the same issue would be able to occur in any mesh: Each vertex has 3 ...
-1
votes
3answers
2k views

Fastest solution to compute normal

A physics engine return a deformed mesh (only geometry vertices). I take this mesh to render the geometry (~500000 vertices). What is the fastest solution and the least expensive to compute normal ...