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Mar 19, 2021 at 16:51 comment added Lenny White @FelipeGutierrez Making the polygons planar wouldn't work for me unfortunately. I'm working on a simple 3d modeling application. And I need to be able to have non-planar polygons. Triangulating would work, but at first glance at least it seems like a lot of headache to implement this if I need to be able to work with a dynamic mesh.
Mar 19, 2021 at 14:59 comment added Felipe Gutierrez Maybe you can subdivide the non planar quads/whatever into triangles and use your approach? Or doing something like mesh relaxation that will converge to nice planar results?
Mar 18, 2021 at 18:38 comment added Lenny White Unfortunately this was not what I was wondering about. It's given that we need to calculate the vertex normals and then these are interpolated across the triangle's surface. The question is about how to calculate the vertex normals in the first place. This involves taking the normalized average of all the faces it belongs to, if the all faces are triangles. However what I'm wondering about is what are the ways to handle the case where the faces are non-planar polygons with more than 3 vertices.
Mar 18, 2021 at 16:49 history answered Thomas CC BY-SA 4.0