2
votes
1answer
84 views

Pixelated Normal Generation

I am generating normals for each vertex in a standard 512*512 quad. Yet when I do using the following code: public Vector3f[] normals(Vector3f[] surface){ Vector3f[] normals = new ...
1
vote
0answers
134 views

Vertex Normals, Loading Mesh Data

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 ...
0
votes
3answers
933 views

Fastest solution to compute normal

A physics engine return a deformed mesh (only geometry vertices). I take this mesh to render the geometry (~500000 vertices). What is the fastest solution and the least expensive to compute normal ...