In the past I was spoiled by using the aux library to create spheres, cones, toruses, etc…
Now I want to make some shapes of my own. In order to get nice lighting effects, I have learned that I need not just normals for each face, but vertex normals as well.
Two books already mentioned that in order to calculate vertex normals, for each vertex you average neighboring face normals.
Example: A vertex has four neighboring facets.
vertexNormal.x = (faceNormal1.x + faceNormal2.x + faceNormal3.x + faceNormal4.x) / 4;
vertexNormal.y = (faceNormal.y + …etc) / 4;
vertexNormal.z = (faceNormal.z + …etc) / 4;
Is this the correct way to average faceNormals to get the vertexNormal?