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How do I get a (sort of) absolute vertex position?
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[quote][b][/b] wrote: I don't really get why you need to create a plugin for the rotation of the geometry? you can rotate the object using the polygon editing tools directly there is no need to merge with another mesh. Simply select the object, go to polygon editing tools, chose the option to select the triangles, then select with rectangles, now select the whole model, make sure every triangle is selected, and then use the Rotate option from the polygon editing tools. Don't use the Rotation option from the main bar. Select it from the polygon editing tools and now you can rotate the actual geometry of the model. or as suggested by others you can go to modify and normalize the normals of the model to see if it enhances the light mapping. or go to irredit/irrlicht properties. You will find the NormalizeNormals option there, simply checkmark it to see if it does any good to the light mapping. If you think it is an issue of Normals then you can update the normal manually with the plugins, there is no need to rotate the actual geometry of the model. I will suggest you download the Normalize Normal plugin and based on that create your own manual Normal updating plugins, in which you can change the Normals of the object rather than the rotation of the object. P.S:- I haven't gone through any of the code posted above my answer is based on your main thread. hope that helps *holy*[/quote]
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