How to transform mesh components?
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Lea Hayes
on Game Development
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Published on 2012-11-26T22:50:48Z
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2012/11/26
23:25 UTC
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I am attempting to transform the components of a mesh directly using a 4x4 matrix. This is working for the vertex positions, but it is not working for the normals (and probably not the tangents either).
Here is what I have:
// Transform vertex positions - Works like a charm!
vertices = mesh.vertices;
for (int i = 0; i < vertices.Length; ++i)
vertices[i] = transform.MultiplyPoint(vertices[i]);
// Does not work, lighting is messed up on mesh
normals = mesh.normals;
for (int i = 0; i < normals.Length; ++i)
normals[i] = transform.MultiplyVector(normals[i]);
Note: The input matrix converts from local to world space and is needed to combine multiple meshes together.
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