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'm learning environment mapping in OpenGL by following this page. In his vertex shader, the author calculates the vertex normal in eye space with the following code: nEye = vec3(viewMatrix * ...
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 ...