kamac wrote:
But that is not perfect, and a straight wall that is made from, say, 3 rectangles is not lit consistently (one of the quads will be brighter, for example).
Can you elaborate on why this is a problem, and or show a picture? We use this approach in Cubiquity without any problems.
kamac wrote:
Is there a way to prevent CubicSurfaceExtractor from merging corner vertices? That way I could simply generate vertices the good old way and have consistant lighting.
There is no method of doing this, but I guess you could take the generated mesh and then split it up in your own code. You'll need to calculate you own normals though as the CubicSurfaceExtractor doesn't generate any.