How to transform mesh components?
- by Lea Hayes
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)
…