From 7c6c71b651133bdfb228cde517b8e5e26f07c1fd Mon Sep 17 00:00:00 2001 From: j-hirose Date: Tue, 3 Sep 2019 23:46:59 +0900 Subject: [PATCH] Modified to normalize and export. --- Assets/VRM/UniGLTF/Scripts/IO/MeshExporter.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Assets/VRM/UniGLTF/Scripts/IO/MeshExporter.cs b/Assets/VRM/UniGLTF/Scripts/IO/MeshExporter.cs index a1bec1fae..5589bd310 100644 --- a/Assets/VRM/UniGLTF/Scripts/IO/MeshExporter.cs +++ b/Assets/VRM/UniGLTF/Scripts/IO/MeshExporter.cs @@ -25,7 +25,7 @@ namespace UniGLTF gltf.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray(); gltf.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray(); - var normalAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.normals.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER); + var normalAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.normals.Select(y => y.normalized.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER); #if GLTF_EXPORT_TANGENTS var tangentAccessorIndex = gltf.ExtendBufferAndGetAccessorIndex(bufferIndex, mesh.tangents.Select(y => y.ReverseZ()).ToArray(), glBufferTarget.ARRAY_BUFFER); #endif