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- GLfloat* norm(GLfloat x1, GLfloat y1, GLfloat z1,
- GLfloat x2, GLfloat y2, GLfloat z2,
- GLfloat x3, GLfloat y3, GLfloat z3);
- GLfloat* norm(GLfloat x1, GLfloat y1, GLfloat z1,
- GLfloat x2, GLfloat y2, GLfloat z2,
- GLfloat x3, GLfloat y3, GLfloat z3) {
- GLfloat *normal = new GLfloat[3];
- normal[0] = (y1-y2)*(z1-z3) - (z1-z2)*(y1-y3);
- normal[1] = (x1-x3)*(z1-z2) - (x1-x3)*(z1-z3);
- normal[2] = (x1-x2)*(y1-y3) - (x1-x3)*(y1-y2);
- return normal;
- }
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