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.
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.