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Question by bart1259 · Dec 26, 2016 at 09:31 PM · programmingprocedural meshdetailplanetarynormalization

Problem with Cube normalization containing multiple meshes

I am trying to make a planetary Level of Detail System system for my game. The system will consist of a subdivided cube that gets normalized in order to make a sphere. The cube has to consist of multiple meshes in order to make the LOD system work. The problem occurs when I try to normalize multiple meshes into one big sphere I get this weird problem. (Please note in that image I only make 3 of the 4 meshes on the top face on purpose)

I know that I generate the meshes properly, because when I uncheck rounded, I get this. (Again, Please note in that image I only make 3 of the 4 meshes on the top face on purpose)

The code that gets executed for the rounding looks like this

 Vector3[] chunkVerticies = mesh.vertices;
         for (int vertex = 0; vertex < mesh.vertexCount; vertex++)
         {
             Vector3 pos = center.InverseTransformPoint(transform.TransformPoint(chunkVerticies [vertex]));
             pos = pos.normalized * PlanetInfo.radius;
             chunkVerticies [vertex] = transform.InverseTransformPoint(center.TransformPoint(pos));
 
         }

Where Mesh is the mesh to get normalized, center is the center of the planet, and PlanetInfo contains information about the planet.

Thank you in advance, Bart

rounded.png (195.2 kB)
notround.png (207.4 kB)
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avatar image bart1259 · Dec 27, 2016 at 05:49 PM 0
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http://answers.unity3d.com/questions/1077976/normalizing-several-meshes-towards-a-sphere.html was where I got the backbone for my code.

avatar image bart1259 · Dec 29, 2016 at 06:51 PM 0
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For more clarity, on the two images, only three-quarters of the top were being generated with the LOD system, that is not the problem I need solved

avatar image bart1259 · Dec 31, 2016 at 03:46 AM 0
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I double checked all the transfor$$anonymous$$g the point into a common space a code and it looks right.

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