Comments (3)
You need to recalculate normals/tangents/bi-tangents after non uniform scaling on all vertices.
You can use MeshGeometry3D.Normals= MeshGeometry3D.CalculateNormals()
.
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Yeah i get that ,but i was thinking of using the principles/code that the toolkit use yo handels Transformations , without recalculating normals ,if that possible ?
from helix-toolkit.
Since you already apply transform onto vertices, you will need to update normals as long as its non uniform scaling. You need to multiply inverse transposed model matrix onto normal vectors to correctly update the normal values.
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