Preserve imported geometry normals when using Vertex Color lighting#1197
Open
Copilot wants to merge 3 commits into
Open
Preserve imported geometry normals when using Vertex Color lighting#1197Copilot wants to merge 3 commits into
Copilot wants to merge 3 commits into
Conversation
Agent-Logs-Url: https://github.com/TombEngine/Tomb-Editor/sessions/03769294-8ac2-4288-892a-996f68d5d414 Co-authored-by: Nickelony <20436882+Nickelony@users.noreply.github.com>
Agent-Logs-Url: https://github.com/TombEngine/Tomb-Editor/sessions/03769294-8ac2-4288-892a-996f68d5d414 Co-authored-by: Nickelony <20436882+Nickelony@users.noreply.github.com>
Copilot
AI
changed the title
[WIP] Fix normals breaking on imported geometry with vertex color lighting mode
Preserve imported geometry normals when using Vertex Color lighting
Apr 19, 2026
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Imported geometry could lose its intended shading when
Lighting Mode = Vertex Color: shared-color meshes collapsed sharp edges into fully smooth normals, while face-corner-colored meshes preserved every split and broke smooth surfaces. The problem was not in import itself, but in the later vertex merge step that rebuilt room/compiler geometry.Root cause
Colorfield instead of the actual packed lighting data.What changed
tr_room_vertex.Effect on shading
SharpEdgesbehavior stays unchanged.Representative change
Scope