Recalculating normals on a tesselated cubed sphere with heightmap applied

Cerberus

New member
Joined
Nov 16, 2019
Messages
1
This might not be the place for this but i'm struggling with the maths, I'm learning about the graphics pipeline using C++, HLSL and DirectX 11 for my course. I'm currently tesselating a cubed sphere with an applied height map. My issue is figuring out how i go about recalculating the normals after the sphere has been tesselated & height map is applied to it. Any advice or guidance would be really appreciated.
 
Top