I have a blender skinned mode with animation. Normals look like they are messed up. This is how it looks in Unity3D before and after animation. As you can see, my model should be lit up just like ...
As far as I understand the technical details about a good normal mapping they go like this: everything gravitates around the concept of vertex the artist provides an RGB image and an UV map, the UV ...
My test FBX mesh is a cube. From what I surmise, it seems that the cube is on the extreme end of this issue, but I believe that the same issue would be able to occur in any mesh: Each vertex has 3 ...
I implemented the separating axes theorem as described in "Real time collision detection" by Ericson for my OBB vs OBB collision. Got that working. To continue with my collision response I need more ...
I am developing an application that has to take STL files from users. However, some modeling programs seem to invert some of the surface normals. Basically some surface normals will be facing inward ...