Remove workaround for normals not matching winding order (#12460)

Co-authored-by: sfan5 <sfan5@live.de>
master
x2048 2022-07-17 15:45:42 +02:00 committed by GitHub
parent f090471022
commit 7b6c4bf2e0
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1 changed files with 0 additions and 16 deletions

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@ -330,9 +330,6 @@ void recalculateBoundingBox(scene::IMesh *src_mesh)
bool checkMeshNormals(scene::IMesh *mesh)
{
// Assume correct normals if this many first faces get it right.
static const u16 MAX_FACES_TO_CHECK = 9;
u32 buffer_count = mesh->getMeshBufferCount();
for (u32 i = 0; i < buffer_count; i++) {
@ -346,19 +343,6 @@ bool checkMeshNormals(scene::IMesh *mesh)
if (!std::isfinite(length) || length < 1e-10f)
return false;
const u16 count = MYMIN(MAX_FACES_TO_CHECK * 3, buffer->getIndexCount() - 3);
for (u16 i = 0; i < count; i += 3) {
core::plane3df plane(buffer->getPosition(buffer->getIndices()[i]),
buffer->getPosition(buffer->getIndices()[i+1]),
buffer->getPosition(buffer->getIndices()[i+2]));
for (u16 j = 0; j < 3; j++)
if (plane.Normal.dotProduct(buffer->getNormal(buffer->getIndices()[i+j])) <= 0)
return false;
}
}
return true;