I’m trying to use the
VertexData.ComputeNormals() function to generate the normals for a glTF mesh without normals, and have run into a couple of issues that can be seen in this playground:
The top and middle meshes show how the computed normals look different (flat vs smooth) for the same geometry depending on whether or not they were exported with the “Optimize Vertices” option turned on in the Babylon Exporter. Anyone know why that would be?
The middle mesh has a visible seam in the normals where the boundary of the UV map lies. Compare this with the bottom mesh, which had its normals pre-computed in Maya before exporting to glTF. There was a similar issue that was already addressed in the OBJ import process (see OBJ loader - Computed normals are wrong if OPTIMIZE_WITH_UV is set to true), is this something that also needs to be addressed for the computeNormals() function?