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I don't think this is a bug, its more of a limitation, but I'm posting it here just in case:
LightAwateDiffuseShaderPart.vsLocalPosition and vsLocalNormal methods rely on a VertexAnimationShaderPart.getAnimatedVertexPosition and getVertexNormal(). These methods will always read the XYZ and NORMAL vertex components. So if you want to use this in combination with any transformation in your vertex shader, the transformed vertex's position and normal will be ignored when calculating the lightings, environment, reflections, etc
For example if you want to have water surface with smooth waves calculated in the vertex shader, the reflection and lights won't update properly with the waving.
Again I know this is very minor.
The text was updated successfully, but these errors were encountered:
I don't think this is a bug, its more of a limitation, but I'm posting it here just in case:
LightAwateDiffuseShaderPart.vsLocalPosition and vsLocalNormal methods rely on a VertexAnimationShaderPart.getAnimatedVertexPosition and getVertexNormal(). These methods will always read the XYZ and NORMAL vertex components. So if you want to use this in combination with any transformation in your vertex shader, the transformed vertex's position and normal will be ignored when calculating the lightings, environment, reflections, etc
For example if you want to have water surface with smooth waves calculated in the vertex shader, the reflection and lights won't update properly with the waving.
Again I know this is very minor.
The text was updated successfully, but these errors were encountered: