Seems like normals are inverted (fix in comment)
kalineh opened this issue · comments
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.