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Using generateNormals after deforming a mesh - Macromedia Director 3D

Is there any way to make director perform something like generateNormals() to the current state of a mesh after you've just deformed it? It's gotta be faster than calculating them all in Lingo... I guess discarding and generating the object every frame instead of deforming the existing one just so you can use generateNormals() is also slow enough as to make it not worth it......

  1. #1

    Default Using generateNormals after deforming a mesh

    Is there any way to make director perform something like generateNormals() to
    the current state of a mesh after you've just deformed it? It's gotta be faster
    than calculating them all in Lingo... I guess discarding and generating the
    object every frame instead of deforming the existing one just so you can use
    generateNormals() is also slow enough as to make it not worth it...

    RavenWorks Guest

  2. #2

    Default Re: Using generateNormals after deforming a mesh

    While I'm at it, I can't seem to set the properties of any faces in my
    deformable mesh (for example changing their color). Is that normal? Where can I
    get some slightly less vague doentation on meshDeform objects..?

    RavenWorks Guest

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