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unity.com
How to recalculate normals so they appear smoother on chunked meshes
Hello everyone, me again. So I’ve done this quadsphere that subdivides itself into a quadtree so it can handle a greater level of detail in specific areas. However, I realised that every chunk will have a noticable gap on the edges where the next chunk starts. So I know how to lookup all the triangle in each chunk and work out a cross product ...
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