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raylib
trikko
trikko commented Nov 1, 2020

MeshNormalSmooth() takes a vertex and iterates all the others, looking for vertices with a distance < epsilon.
Then it calculates their normals and sums it.

That's not a good idea, IMO:

  • Two close vertices can be not physically linked, I don't think summing normals makes sense.
  • It's quadratic.

A simpler and faster way to smooth a model could be:

  • Iterating through each triangle

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