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Home/ Questions/Q 712239
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T04:49:34+00:00 2026-05-14T04:49:34+00:00

can anyone assist me in finding the proper formula for quad normalization ? using

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can anyone assist me in finding the proper formula for quad normalization ?

using c++ with opengl.

thank you!

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  1. Editorial Team
    Editorial Team
    2026-05-14T04:49:35+00:00Added an answer on May 14, 2026 at 4:49 am

    Assuming that you want the normal vector for a quad, this pseudo-code works

    Vector3d vertex[4] = { ... }
    Vector3d normal(0,0,0) ;
    
    for (int i=0; i<4; i++)
    {
        normal += cross (vertex[i], vertex[(i+1)%4]) ; // cross product
    }
    normalize (normal) ;
    // normal is the unit normal to the quad
    

    This gives you the formula n=A/|A|, where A = v0xv1 + v1xv2 + v2xv3 + v3xv0 and vi=vertex[i]). |A|/2 is also the area of the polygon. This can be generalized to arbitrary polygons, and will even give reasonable results for non-planar polygons, as long as they aren’t too non-planar.

    One reference is http://softsurfer.com/Archive/algorithm_0101/algorithm_0101.htm

    If you know that the quad/polygon is planar, you only have to calculate the normal of the triangle formed by the first three vertices. This is A1/|A1|, where A1 = (v1-v0)x(v2-v0) = v0xv1 + v1xv2 + v2xv0.

    If by “quad normalization” you meant something else, just ignore this answer.

    EDIT: I found this related question: Get the Surface Area of a Polyhedron (3D object)

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