I’m trying to create a sphere blob with a cubemap, and noticed that a seam appears after transforming the geometry and calling computeVertexNormals. It’s subtle but noticable e.g. on the bed:
I found this explanation here:
Since positions can not be shared if any other part of a vertex is different, the results of calling
computeVertexNormalswill generate seams if your geometry is supposed to connect to itself like a sphere or a cylinder. This is because there is no way to share the vertices at the start and end of the cylinder since they require different UVs so the function to compute them has no idea those are the same vertices to smooth over them. Just a small thing to be aware of. The solution is to supply your own normals.
What makes me wonder is that with an older three version it works without the seam:
Weird to me that it worked in an older version but not anymore.
Any ideas how to solve the seam in newer version? I don’t think I can calculate normals better than
computeVertexNormals. I tried
BufferGeometryUtils.mergeVertices but it made no difference.
Thankful for ideas and thanks for reading!