I'm trying to smooth the normals of a mesh starting from a non indexed BufferGeometry. This question has been answered before however the Three.js api has changed substantially since and I can't get it to work on r130
From what I've understood, I need to first merge the vertices to get an indexed BufferGeometry then re-compute the normals, but it doesn't seem to work.
Here is a minimal example using the defaulf 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);
flat shaded cube instead of expected smooth shaded cube
What am I missing ?