For dynamically generated geometry, is it possible to compute normals based on crease angle (like in VRML/X3D/OpenGL)?
I have geometry for which I have some adjacent triangles almost coplanar and I want those treated like single large flat facets, but other adjacent triangles that aren’t remotely coplanar that I want rendered smooth.
VertexData.ComputeNormals() options
looks like it’d be possible to specify facets but I’m not sure exactly how it works and I can’t find examples of options
use in the playground.