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C# class for Unifying or flipping triangles' indices winding order. Made for Unity3D

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Thanks for downloading my project!

This C# Class is designed to work on Unity3D, but with some adjustment you can make it work with every software.

This is the very first version of a class which can read geometry information and returns the mesh with unified winding order of the triangles' indices.

The method fix the indices making the correspoding triangle to point outward (i.e. any character, forniture, architecture, ecc.)

It doesn't work well with open and inward surfaces such as Terrains or skydomens. To fix this problem I added a method that flip all the normals.

At the moment the algorithm look a little slow for large meshes, so feel free to add branches and try to make it more efficient.

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C# class for Unifying or flipping triangles' indices winding order. Made for Unity3D

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