<div dir="ltr">vtkPolyData->GetPointData()->SetNormals(your 3component wide x numcells tuple long array) should do the trick.<div><br><div><br></div></div></div><div class="gmail_extra"><br clear="all"><div><div class="gmail_signature">David E DeMarle<br>Kitware, Inc.<br>R&D Engineer<br>21 Corporate Drive<br>Clifton Park, NY 12065-8662<br>Phone: 518-881-4909</div></div>
<br><div class="gmail_quote">On Thu, Oct 22, 2015 at 1:32 PM, Ronald Levine <span dir="ltr"><<a href="mailto:rl@quantcomp.com" target="_blank">rl@quantcomp.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I have a large quad mesh (easily decomposed into a set of triangle strips)<br>
whose positions AND vertex normals (point normals) are mathematically<br>
generated. I want to render the surface with Gouraud shading using my<br>
supplied vertex normals. I do not want the system to estimate the point<br>
normals from the triangle geometry.<br>
<br>
Working in Python, where it's easy to experiment, I don't see any way to do<br>
that. Neither does reading the C++ documentation provide any clues.<br>
<br>
Thanks for any helpful comments.<br>
<br>
RL<br>
<br>
<br>
<br>
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