Closed kalineh closed 5 years ago
I'm not sure if it's our meshes in particular that are setup causing the inverted normals, but they were backwards -- I just changed this to fix locally:
+++ UnityMeshSimplifier/UnityMeshSimplifier-master/Runtime/MeshSimplifier.cs @@ -1385,7 +1385,7 @@ private void UpdateMesh(int iteration) p20 = p2 - p0; Vector3d.Cross(ref p10, ref p20, out n); n.Normalize(); - triangles[i].n = n; + triangles[i].n = -n; sm = new SymmetricMatrix(n.x, n.y, n.z, -Vector3d.Dot(ref n, ref p0)); vertices[v0].q += sm;
Hi @kalineh,
You closed this ticket. Does that mean that you were mistaken, or could you please explain why you closed it?
Thanks.
I'm not sure if it's our meshes in particular that are setup causing the inverted normals, but they were backwards -- I just changed this to fix locally: