Hi!
Ok i spend all day researching and figuring out to code for this but still have same issue. Because i guess i dont know how those normals are calculated.
I have this usual issue on edges after plane mesh construction and RecalculateNormals()
Lets say our planes are 7x7 vertices big, so these are the vertex & normal indexes of them.
I tried to get avarages on edge vertices with different methods but no luck. For blue planes’ edges, which neighbours’ normals do i need to sum? Or am i doing it completely wrong?
These planes are getting position of their vertices from terrain like this.
vertices[i] = matrx.inverse.MultiplyPoint(hit.point + hit.normal * 0.1f);
normals[i] = hit.normal;
Vertices are good but this code also returns wrong normals, so thats why i call RecalculateNormals().