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Programmer here: So I've got some procedurally generated geometry, and because I suck at BSPs the mesh geometry is absolute shit. When I render said shitty mesh (in three.js) I get these artifacts in my shadows. My retarded question is: What exactly is causing these? The polys are perfectly parallel, but the shadows are breaking up in weird ways. Any explanation as to why?
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Wait, those aren't shadow artefacts, they're just shading.

Is this what you guys call "pinching"?
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What generated the geometry? What is it being rendered in? What are the settings for the normal smoothing/edge hardness/smoothing groups? What kind of lighting is it? Show us a wireframe of the meshes.

You have not provided enough information.
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that is way too little information to say anything. Generally geometry does not affect what your shading looks like much if you use per-pixel lighting, as opposed to per-vertex lighting. If you use per-vertex lighting, you need to reconsider joining the rest of us in the 21st century.

That being said, there are still a bunch of issues that can happen when you have really ill-behaved geometry or shaders (e.g. flat interpolation between vertex attributes, bad normals, ...)
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>>500636
wires plz



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