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Simple Catmull Clark subdivision surface, now without any inexplicable dark sectors on the flat face...

Simple Catmull Clark subdivision surface, now without any inexplicable dark sectors on the flat face...

#GameDev #Godot #Subdividsion #CatmullClark #DebugDrawModeTotheRescue

Aaaaand, fixed! That wasn't really six hours solid debugging, or even an hour of drinking coffee and 4 hours debugging, there was cooking an eating a meal, watching the end of a Scandi Noire murder series... so maybe [1/3]

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A simple subdivided surface with the split vertex normals drawn in...

A simple subdivided surface with the split vertex normals drawn in...

#GameDev #Godot #Subdividsion #CatmullClark #DebugDrawModeTotheRescue

They do work, though! I wasn't able to work out why I had this weird dark wedge on the flat surface at the edge furthest from the light, but drawing the normals shows that vert's normal (for this surface, we have to split [1/2]

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