Set mesh vertex with normal updated


MeshVertexList.SetVertex does not update the vertex normal, forcing to call MeshVertexNormalList.ComputeNormals. If the mesh is heavy and you only update one vertex, it does not sound reasonable to have to update all the normals. That’s why I think you should include an overload to be able to replace a vertex and decide whether to update its normal (if it exists).

Thanks for the consideration.

Added to the pile…

– Dale