From the nimble fingers of Robert Covington (artlythere@...) (4/5/2001 2:20 AM) came... > >> The program below seems to meet your specification, with some changes to >> make the sum of weights = 1.0. I don't think it will be much good in a >> Gouraud shading context, though. You will end up with colour >> discontinuities between adjacent triangles. >> >> Robert P. > > <big snip> > > Nice demo. Thank you. > > You are correct, as a test I did proved. > I think this is due to my misstatement of the problem and incorrect theory > behind it. It seems this ground has been trod before, but the nub of it remains: it's a 3D problem, and all that can be determined from a 2D concept is one (of an infinite number) projection of that 3D thing onto 2D space. The three colours must originate (at black) from one vertex of a cube - of unit dimension, if you like -, and pure colours will travel along the three edges common to that point. Any colour (vector) will be specified by the vector sum of the three prime values. Or not... -- Ted Spencer; ted@... -- Size isn't everything: the whale is endangered while the ant continues to do just fine.