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Better face normals for mesh3d (take 2) #2365

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merged 3 commits into from
Apr 16, 2018
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etpinard
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resolves #1368 (at least it try to).

Take on #1423 including the changes from gl-vis/gl-mesh3d#8 in plotly.js.

Note that this PR does not attempt to resolve #1368 (comment).

By opening a PR, we (i.e. mostly @jackparmer ) hope to test out a few more mesh3d graphs with the commits of gl-vis/gl-mesh3d#8 - see gl-vis/gl-mesh3d#8 (comment)

@alexcjohnson
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@etpinard @dfcreative After playing with this for a while, I think @dfcreative's comment last year was actually 🎯

What is the chance that test images had wrong sign all the time due to rendering in Ubuntu?

When I load the Snowden mocks on my machine, both master and this branch look like the new baselines, so lets do this! (with a published version of gl-mesh3d)

We still have seriously broken lightposition - generally x is left (-) to right (+) and y is bottom (-) to top(+), but z has effects that defy easy categorization other than z=1 being "special", and sometimes x and y flip randomly and they don't seem to have the same scales, ie x=y does not put the light at 45 degrees... but that applies to both mesh3d and surface and isn't new here - I'll make a new issue for it.

@jackparmer
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jackparmer commented Mar 16, 2018 via email

@etpinard etpinard added this to the v1.36.0 milestone Mar 16, 2018
@etpinard
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Has anyone tested some of empet's creations?

@etpinard
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Merging this thing (cc @jackparmer )

Remaining lightposition issues can be tracked in #2477

@etpinard etpinard merged commit b938842 into master Apr 16, 2018
@etpinard etpinard deleted the mesh3d-face-normals-take2 branch April 16, 2018 21:21
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mesh3d: Different lighting results with different hardware
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