I’ve come to find that my biggest problem is indexing the vertices. I need a way to organize the vertices that I loop through and build the indices a…
Sorry about all the confusion there in my replies…I was on my phone and out and about…the “You mean my code? Or a xplane model or a max file?” reply w…
You mean my code? Or a xplane model or a max file? Edit, wow denisT just saw your post…I’ll have to digest it and let ya know…awesome…are you specific…
I posted a link above and an excerpt from the specs of the format I’m trying to export to. I think the sample code you posted is the right direction …
If nobody can help me, can someone at least point me to some resource where I can learn how smooth groups and normals in a mesh are structured and how…
Anybody have any ideas on whats wrong with my most recent code posting? If I can figure out this normals/smooth group issue, I’ll be set.
that’s why I’m confused. I’m not getting the normals are wrong length error anymore. So I assume the normals are right now. But I’m no longer seeing a…
I figured this much out…Using the code below, I get no more errors about the normals being the wrong length…so they must be normalized…only problem is…
So do I use meshOp.getFaceRNormals instead of getNormal? And if so, since it returns all three vertices, whats the best way to implement it in the ab…
I didn’t find a single one that added up to 1. Is there another way to get vertex normals that are actually normalized to 1 and that actually represe…
I just added them up…and they mostly do NOT add up to 1. So is there some other kind of conversion I have to do to get them to be normalized?
That’s why I’m confused! According to the file format I’m exporting too…smoothing comes from vertex normals…are max’s smooth groups vertex based? Coul…