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Fix inverted 3DS model normals for DXR raytracing shadows - #34

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Fix inverted 3DS model normals for DXR raytracing shadows#34
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Fixed inverted 3DS model normals in Compute3DSModelNormals in src/ProcessModel.cpp. The face normal and tangent vectors are now negated when assigned to vertices, accounting for 3DS winding order in DirectX space. This ensures models like coin.3ds render with outward-pointing surface normals and receive accurate PBR lighting and DXR raytraced shadows.


PR created automatically by Jules for task 3278180875424336755 started by @moonwho101

In Compute3DSModelNormals, negate the computed face normal and tangent
vectors assigned to each vertex. This accounts for the 3DS coordinate system
and winding order when converted to DirectX space, ensuring 3DS models (such as
coin.3ds) have outward-pointing normals for correct raytracing shadows and PBR lighting.

Co-authored-by: moonwho101 <90150577+moonwho101@users.noreply.github.com>
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