…I spent some time today fixing the vsMeshMaker bug which was causing procedural geometry to sometimes have weird “creases” which caused sharp changes in lighting across a smooth surface. The cursor is here pointing to a spot where the old code used to put a sharp crease (for comparison, a screenshot of the old, broken shading). To be honest, this new implementation still isn’t quite correct; where the last implementation did the right thing about 95% of the time, this new one does the right thing closer to 99% of the time. If that eventually becomes a problem, I’ll fix it properly. But fixing it properly will require a lot more processing and storage, so I’m hoping that the 99% fix will be good enough. :)
As always, apologies for the debug lines scrawled all over the screen. They’re just marking various boundaries during my testing.