Calculating Normals Speed Tips

BlitzMax Forums/BlitzMax Programming/Calculating Normals Speed Tips

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Aah now I get it. The problem is that I used 3 independant vertices for each triangle. I think that this can be fixed easily.
So I suppose you should merge vertices with the same coordinates after loading the mesh (depends on how that mesh is saved of course).

Is there a way to do smoothing across non-shared vertices faster? Just being curious.

What stays is that debug issue.