Currently, I am attempting to refine the normals of a mesh starting from an non indexed BufferGeometry. A similar query has been addressed in the past, however, the Three.js API has undergone significant changes since then and I am unable to make it work on r130
As far as my understanding goes, I need to merge the vertices initially to obtain an indexed BufferGeometry and then recalculate the normals, but unfortunately, it doesn't yield the desired result.
Below is a basic example using the default cube :
// Scene
const scene = new THREE.Scene();
// Geometry
const boxGeometry = new THREE.BoxGeometry(.7,.7,.7);
// Materials
const shadedMaterial = new THREE.MeshStandardMaterial();
shadedMaterial.metalness = 0.4;
shadedMaterial.roughness = 0.4;
shadedMaterial.color = new THREE.Color(0xffffff);
// Mesh
const smoothBoxGeometry=BufferGeometryUtils
.mergeVertices(new THREE.BufferGeometry().copy(boxGeometry))
smoothBoxGeometry.computeVertexNormals();
smoothBoxGeometry.computeBoundingBox();
smoothBoxGeometry.normalizeNormals();
const box = new THREE.Mesh(smoothBoxGeometry, shadedMaterial);
scene.add(box);
Instead of the expected smooth shaded cube, a flat shaded cube is displayed
What could be the missing piece of the puzzle here?