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MeshNormalSmooth() takes a vertex and iterates all the others, looking for vertices with a distance < epsilon.
Then it calculates their normals and sums it.
That's not a good idea, IMO:
●Two close vertices can be not physically linked, I don't think summing normals makes sense.
●It's quadratic.
A simpler and faster way to smooth a model could be:
●Iterating through each triangle
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enhancement
good first issue
help wanted