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Recomputes per-vertex normals as the area-weighted average of incident face normals. The cross-product magnitude is twice the triangle area, so larger faces contribute more to the local direction — gives a clean smooth-shaded result on curved surfaces. Use cases: - Imported geometry has no normals (--import-obj leaves them zero or face-flat). - Custom transforms have desynced normals from positions. - Faceted-by-construction meshes (cube, stairs) need a smooth re-shade for stylistic reasons. Degenerate verts (unreferenced or with sum that cancels to zero — e.g., the two poles of a UV sphere) fall back to (0,1,0) rather than leaving NaN; reported separately so the user sees how many. Verified: sphere → 219 of 221 normalized + 2 degenerate poles handled cleanly; minimal triangle → 3/3 normalized. Brings command count to 229 (kArgRequired 210). |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||