If you are a new Irrlicht Engine user, and have a newbie-question, this is the forum for you. You may also post general programming questions here.
ignorator
Posts: 13 Joined: Fri Sep 21, 2007 1:36 am
Post
by ignorator » Mon Oct 15, 2007 10:36 pm
does this normal smoothing work when recalculating the normals?
Code: Select all
man->recalculateNormals(mesh, true);
Code: Select all
man->recalculateNormals(mesh, false);
i can't see any difference on my test - sphere. it doesn't look smoothed.
hybrid
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Posts: 14143 Joined: Wed Apr 19, 2006 9:20 pm
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Post
by hybrid » Mon Oct 15, 2007 10:41 pm
This depends on the mesh file format you use. Some meshes duplicate all vertices per face, so there is no smoothing possible.
ignorator
Posts: 13 Joined: Fri Sep 21, 2007 1:36 am
Post
by ignorator » Mon Oct 15, 2007 10:51 pm
so if u wanted to smooth that normals u would have to find the vertices with equal positions and sum the triangle normals they belong to?
sounds like a slow solution.
hybrid
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by hybrid » Tue Oct 16, 2007 8:04 am
Well, some formats will be improved so we will only split in case of different texture coords or different per-vertex normals. But also this solution is not as bad as you might think, although it's usually faster to avoid the splitting as much as possible.