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   <PIN pinname="Input String" slicecount="1" visible="0" values="|the yellow lines visualize the normals of the sphere. &cr;&lf;&cr;&lf;change the smoothing angle and note what happens: &cr;&lf;if the angle between two faces is bigger then the smoothing angle the respective vertices get split and each gets its own normal. if the angle is smaller then the smoothing angle vertices are unified and get one interpolated normal.&cr;&lf;&cr;&lf;toggle computenormals off to see the normals as they are comming with the sphere.&cr;&lf;&cr;&lf;tangents and binormals are needed for displaying bump-/normalmaps correctly (with a suitable shader). to compute tangents and/or binormals the mesh needs to provide texture-coordinates!&cr;&lf;&cr;&lf;epsilon specifies that vertices that differ in position by less than epsilon should be treated as coincident.&cr;&lf;&cr;&lf;|">
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