Mesh2d `world_normal` and `world_tangent` computation is incorrect
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
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- Avg merge
- 3d 16h
- Merged PRs (30d)
- 171
Description
## Bevy version and features
main
## What you did
Run `cargo r --example mesh2d` with tangents
```rust
Rectangle::default()
.mesh()
.build()
.with_generated_tangents()
.unwrap(),
```
## What went wrong
The `world_normal` and `world_tangent` in vertex output are incorrect, I expect they are the same as mesh normal and tangent:
Contributor guide
Research direction
Reproduce the issue with `cargo r --example mesh2d` using `Rectangle::default().mesh().build().with_generated_tangents()`. Start by tracing how the mesh2d example produces vertex `world_normal` and `world_tangent` values. Done means those outputs match the mesh normal and tangent shown in the report.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100