spite/THREE.DecalGeometry

inconsistent normals when rotating the mesh

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Hi,

Firstly thank you for making this accessible, it's helpful.
Unlike your example, I need to make decals from a rotating mesh. However, when the base mesh is rotated, the decal geometry created from it does not have the same normals. Which leads to strange shadows when I use a real material.

Do you know what I can do to get consistent normals in this case ?

Please have a look at this code :
This is the example that I modified to match my need

2019-06-27_154556