[quote]So do I understand it correctly that bascially it’s impossible for a method like calculateFaceNormals for an IndexedTriangleArray do calculate the normals, because surfaces with totally different orientation share the same vertex and hence normal?
Is the problem different with TriangleStripArrays? Because there the shared vertexes are always neighbours?
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The problems with automatic calculations of face normals may happen in every case where you have vertex shared by multiple (2 or more) triangles, because of this MAY happen that two normals should be associated with the same vectex coordinates. This is true for all indexed geometries, strips and triangle fans.
If you still want to use indexed or stripified geometries in your app [which IS the case, because of often they give you higher performance], you may go simple way and first convert your geom to triangle array, calculate normals and the indexify/stripify geom.
Another case is when you KNOW that surface of your geom is smoothed, i.e. guaranteed to have one normal per vertex. Then you can invent the algorithm that will generate normals on indexed/stripified geom.
[quote]I read many times in the Tutorial that usually TriangleStrips are faster than indexed ones. Do you Xith3d users out there use Strips or Indexed arrays?
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Not always and not in every case. This depends primarily on strip lengths, number of strips, etc.
Yuri