Greetings, some of the vertice coords and normal coords fetched after the virtual rendering of the mesh preprocessing executable have the value of (NaN, NaN, NaN).
Is this expected due to not enough 'watertightness' of mesh?
I am starting to think that my #version 120 implementation of the shaders are faulty:
I re-implemented the preprocessMesh application integrating glfw & glew in order to be able to use #version 330 core for my shaders. Works as expected.
Greetings, some of the vertice coords and normal coords fetched after the virtual rendering of the mesh preprocessing executable have the value of
(NaN, NaN, NaN)
.Is this expected due to not enough 'watertightness' of mesh?
I am starting to think that my
#version 120
implementation of the shaders are faulty:Any help would be appreciated.