How does Blender calculate vertex normals?
问题 I'm attempting to calculate vertex normals for various game assets. The normals I calculate are used for "inflating" the model (to draw behind the real model producing a thick outline). I currently compute the normal for each face and average all of them (several other questions on Stack Overflow suggest this approach). However, this doesn't work for sharp corners like this one (adjacent faces' normals marked in orange, the normal I'm trying to calculate is outlined in green). The object