![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Most of routines to handle mesh smoothing through adjusting normals, looks very complicated with esoteric names of functions like "SpatialSearch" etc.
So I thought about this, and on most mesh surfaces there are just 5 interconnected triangles, so how hard can this be?
So I wrote a routine to scan thro the vertices looking for up to 5 near identical positions, I then sum their normals and normalize, and keep matching. I also added a dot producto test of the normals to exclude any with a 30º or greater difference, so that the shape of the model and sharp edges is not deformed, and it worked perfectly.
I wonder why, since this has been available in 3D computing since 1998 in DirectX, that this never got fixed in Irrlicht?