TerrainMesh3D
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compute normals based on cross product of triangle vertices
Good sample… but… normals were just set to {0, 0, 1}… so… I added code to property compute the normals based on the cross product of the triangle vertices. Also added omni light to orbit the terrain to see the lighting effect of proper normals. Note: I reserve no rights to any of my modifications... up to and including allowing my name to be stripped and your disclaimer being added to all new sources. (I'm not a lawyer and don't play one on TV! Enjoy!)