One more option is to convert your custom indexed buffer geometries to non-indexed ones (use .toNonIndexed()
method) and call .computeVertexNormals()
. Should work even with THREE.MeshLambertMaterial()
One more option is to convert your custom indexed buffer geometries to non-indexed ones (use .toNonIndexed()
method) and call .computeVertexNormals()
. Should work even with THREE.MeshLambertMaterial()