rendered paste body lib3ds_mesh_calculate_normals(mesh, normalL); ngVector3 tempa; //for(int z=0; z < 3*sizeof(Lib3dsVector)*mesh->faces;z++) { for(unsigned int p=0; p< mesh->faces;++p) { Lib3dsFace *f=&mesh->faceL[p]; // std::cout << mesh->pointL[z].pos[0] << std::endl; // std::cout << mesh->pointL[z].pos[1] << std::endl; // std::cout << mesh->pointL[z].pos[2] << std::endl; //std::cout << normalL[z][0] << std::endl; for(int i=0;i<3;++i) { tempa.x = normalL[p*3+i][0] + f->normal[0]; tempa.y = normalL[p*3+i][1] + f->normal[1]; tempa.z = normalL[p*3+i][2] + f->normal[2]; ngVectorNormalize(&tempa, &tempa); // std::cout << f->normal[0] << std::endl; // std::cout << f->normal[1] << std::endl; // std::cout << f->normal[2] << std::endl; // std::cout << tempa.y << std::endl; // std::cout << te << std::endl; normalL2[p].pos[0] = tempa.x; normalL2[p].pos[1] = tempa.y; normalL2[p].pos[2] = tempa.z;// glNormal3fv(normalL[3*p+i]); }