From 491ec622f641c28c919c9f8d1b0fbaad014e4714 Mon Sep 17 00:00:00 2001 From: jbcolli2 Date: Wed, 12 Oct 2022 15:33:01 -0400 Subject: [PATCH] Changed normal of CylinderMesh to account for slanted side. --- scene/resources/primitive_meshes.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp index c017c903706..a2a15856b48 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -771,6 +771,7 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto thisrow = 0; prevrow = 0; + const real_t side_normal_y = (bottom_radius - top_radius) / height; for (j = 0; j <= (rings + 1); j++) { v = j; v /= (rings + 1); @@ -789,7 +790,7 @@ void CylinderMesh::create_mesh_array(Array &p_arr, float top_radius, float botto Vector3 p = Vector3(x * radius, y, z * radius); points.push_back(p); - normals.push_back(Vector3(x, 0.0, z)); + normals.push_back(Vector3(x, side_normal_y, z).normalized()); ADD_TANGENT(z, 0.0, -x, 1.0) uvs.push_back(Vector2(u, v * 0.5)); point++;