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How do I get a (sort of) absolute vertex position?
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[quote][b][/b] wrote: Okay, I'll try to answer to all this stuff. About meshes: the one on the left was added as a static mesh, the second one (on the right) is a cloned mesh (Ctrl + C). The problem is that it has no real difference in light mapping, they both have the same problem. About normalizing normals: I tried to use this already (before I started programming that), it didn't work. However, I'll try to recalculate them after I "froze" rotation, who knows, maybe it will work. About rotation using vertex editor: I know about that one, but as any other tool in vertex editor, it doesn't have coordinates and some other stuff, and if I will need to rotate the mesh by 90 degrees, it won't be exactly 90 degrees since I can't do it perfectly. Working with coordinates is... More accurate? That's pretty much it.[/quote]
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