Fix inverted 3DS model normals for DXR raytracing shadows - #34
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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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Fixed inverted 3DS model normals in
Compute3DSModelNormalsinsrc/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 likecoin.3dsrender 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