@colorsound: i'm thinking on the topic i already have a draft idea of a compute shader. the basic problem with smooth normals that you have to know which triangles share the same vertices.
already tried unsuccessfully with adjacency. either no adjacency was passed (vertex indices > 2 were at origin) or with topology i'd get them, but then half the triangles were missing...
adjacency is not the full picture because that only includes the triangles that share the same edges, however there could be any number of triangles sharing the same vertice between the 2 adjacent triangle of the neighbouring edges. think of the triangle fan closing the top and the bottom of a cylinder.
hey Lasal thanks.
Did you find a way to calculate smooth normals as well , the further i got is like in your shader ?
@colorsound: i'm thinking on the topic i already have a draft idea of a compute shader. the basic problem with smooth normals that you have to know which triangles share the same vertices.
Yes you need TriangleListWithAdjacency i think,cool keep me updated.
already tried unsuccessfully with adjacency. either no adjacency was passed (vertex indices > 2 were at origin) or with topology i'd get them, but then half the triangles were missing...
adjacency is not the full picture because that only includes the triangles that share the same edges, however there could be any number of triangles sharing the same vertice between the 2 adjacent triangle of the neighbouring edges. think of the triangle fan closing the top and the bottom of a cylinder.
get anywhere with generating smooth normals?
bump...
Check this out: smooth-per-vertex-normals