I am having trouble producing the correct lighting on a quantized mesh tile I created and it is probably because I have done something wrong in my c# code based on how cesium js works.
I am assuming positive x always refers to heading east and positive y always refers to heading north. Z is up.
If I wind a triangle facing south anticlockwise like so
V1 = 0,0,0
V2 = 1,0,0
V3 = 0,0,1
I get a vertex normal 0,-1,0
This makes sense to me as its says the normal is pointing south
I then OctEncode this to x=128, y=255
Which I think means pointing north or south?
However In the Cesium view however the face lights up when the sun is in the west
Where have I gone wrong?
Same example but this time triangle facing north produces
V1 = 0,0,0
V2 = 0,0,1
V3 = 1,0,0
Vertex norm 0,1,0
OctEncoded to x=128,y=255
Lights up in cesium when sun in west
Can anyone see where it has gone wrong or where the values produced are wrong