Wrong formula

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Leonid Petrunya

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Apr 14, 2023, 1:30:01 AM4/14/23
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The formula that is used to rotate the normals (inverse transpose matrix) is incorrect. An error occurs when scaling by a negative factor along one or three axes. Generally if the number of axes with a negative coefficient is odd. In this case, the vector rotates in the opposite direction from the desired. When deriving the formula, an error was made in logical reasoning.

If you don't believe me, you can check for yourself. I can be wrong too.

Brandon Jones

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Apr 14, 2023, 12:23:34 PM4/14/23
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WebGL does not have any intrinsic support for normal rotations or inverse transpose matrices, those functions are all implemented by the developer, and thus will either come from a library you are using or code that you wrote, possibly from a tutorial. If there is an error in one of those sources you'll want to contact the library/tutorial/documentation authors about it. It's not something this group can help with, especially when you don't mention the source of the error.

Leonid Petrunya

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Apr 14, 2023, 12:44:52 PM4/14/23
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I don't care at all. Just this error is present in threejs. This formula is used everywhere.

пт, 14 апр. 2023 г. в 19:23, 'Brandon Jones' via WebGL Dev List <webgl-d...@googlegroups.com>:
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Richard Davey

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Apr 14, 2023, 1:54:47 PM4/14/23
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Report it to them then? This isn’t the place for it.


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