In Managed DirectX C#, I am creating a custome triangle list.
What I want to know, is how to easily (or do it at all i guess) calculate the normal for a given face (triangle). This is sure easy when you have a fave which all to verticies rest on the same X,Y, or Z plane, but how can you calaculate it if you have a face which could be facing any direction?
I am sure it can be calculated from the 3 verticies, but I am not seeing how. I am hoping there is a simple method which returns a normal vector for a given triangle but that's probably hoping for to much.