Generate normals in mesh
A normal is a vector in 3D-space that is perpendicular to two other vectors (determined by two edges of a face). Normals are used in many settings including in shaders to calculate reflections and for backface culling. Backface Culling is a performance optimization that allows skipping rendering of faces that will not be visible (Normals pointing away from the camera). OpenGL uses a different method for that described here.
To generate normals:
Converting from CAD format to polygon mesh can cause Normal issues, follow these steps to fix them using Meshmatic:
- Select the root from the outliner and click on “Generate Normal” .
- Refresh the 3D previewer by clicking on the eye icon on the root node to view the updated mesh.
- You may also need to use the “Invert Faces” tool or the “Re-Orient Faces” tool if the newly generated Normals are facing inside out.
See also: delete non-manifold faces in the mesh