I made a new procedure for creating a 3D threads.
it works fine, but I have sometimes problems with the NORMALS of the faces.
So, there are faces with the wrong normal direction.

To debug my program I want to check and visualize the direction of the normals on my 3D editor,
I want to draw the normals on the screen to be perpendicular to the MeshFace ...
See image (https://en.wikipedia.org/wiki/Normal_(g ... onal_space) plane with blue arrows
Solutions:
1) Normal vector data 1:
- PosX, PosY, PosZ, AngleX, AngleY, AngleZ
with a fixed length of 1 (normalized vector)
2) Normal vector data 2:
- P1_PosX, P1_PosY, P1_PosZ, P2_PosX, P2_PosY, P2_PosZ
- With very small faces the normals with length of 1 will be ok.
With larger faces I don't see the very small normal vectors on the screen.
So, I want to use/store the second solution,
What do I have till now:
Triangle Face Data => Vertex1 P(X, Y, Z), Vertex2 P(X, Y, Z), Vertex3 P(X, Y, Z)
Normal Data P1 (vector origin) => Face center C(X, Y, Z)
Normal Length => example 100
Question:
How can I calculate the normal Data of P2(X, Y, Z)
What I need now are the 3 Angles of the Normal vector
(AngleX, AngleY, AngleZ)
But how can I calculate these with the 3 face vertices ?
I found this: https://github.com/gametutorials/tutori ... 3DMath.cpp
For me !@#$%^&*()

Thanks,
Marc