New to the engine and this forum. I’m building a 3D file-type parser and I’ve found both the SDK and forum to be great resources, so thank you.
I’m stuck on trying to get the vertices’ normals to define the curvature of the mesh around the object. Currently when I define the vertices and indexes connecting them these are displayed as direct lines between the points. This is great for some files; however, when normals are defined I’d need the direction to head immediately perpendicular to the normal from the vertex, curving eventually to coincide with the connected vertex perpendicular to its normal.
There is no red line. Smoothness is simulated by normals by interpolation when using the lighting material.
Your post indicates that you already have normals… so why not just use them? Something about your question or your approach or your end result is unclear.
If you want to display smooth models, the vertexes and normals are enough.
The lighting looks good which makes me think the normals are alright; however, the edges are still sharp instead of smooth. Is there any way to change this?
Yes, ideally that shape should be a sphere - I know I could get it to look better adding more vertices, but I was hoping there was some function to accomplish this with just a sparse field of vertices and normals. Maybe this is impossible.