Reverse mesh poly winding order
This commit is contained in:
		
							parent
							
								
									007b4f8f1c
								
							
						
					
					
						commit
						8ae23eafb6
					
				|  | @ -155,12 +155,13 @@ public class MeshBuilder | |||
|         var indexOffset = _vertices.Count; | ||||
| 
 | ||||
|         // Polygons are n-sided, but fortunately they're convex so we can just do a fan triangulation | ||||
|         // Embree triangle winding order is reverse of LGS winding order, so we go (0, i+1, i) instead of (0, i+1, i) | ||||
|         _vertices.AddRange(vertices); | ||||
|         for (var i = 1; i < vertexCount - 1; i++) | ||||
|         { | ||||
|             _indices.Add(indexOffset); | ||||
|             _indices.Add(indexOffset + i); | ||||
|             _indices.Add(indexOffset + i + 1); | ||||
|             _indices.Add(indexOffset + i); | ||||
|             _primSurfaceMap.Add(surfaceType); | ||||
|             _triangleCount++; | ||||
|         } | ||||
|  |  | |||
		Loading…
	
		Reference in New Issue