So far, so good. I managed to get my Python Obj2Msh converter to work properly and I can import various *.obj geometries produced in FreeCAD into Orbiter.
Now I am trying to sort out the rendering. If I don't apply vertex normals in the file I get the proper shape and it casts a proper shadow under ambient light, but there is no variation of light on the object itself (model is a sphere that is partially clipped through the ground surface):

If I include the vertex normals to the vertices I get this:

Clearly something is borked in the normals, but I'm unsure what the issue is. The normals were generated in the *.obj file, and I flipped the coordinates of the normal vector to match the coordinate swap for the vertices and faces.
If push comes to shove I can probably recalculate the normals in my converter, but I'd like to see if I am missing something mundane (again).
Thanks all for your patience and help. I made add-ons with Blender years ago but tend to be more proficient with parametric CAD, so I wanted to go down this particular route to making add-ons.
Now I am trying to sort out the rendering. If I don't apply vertex normals in the file I get the proper shape and it casts a proper shadow under ambient light, but there is no variation of light on the object itself (model is a sphere that is partially clipped through the ground surface):

If I include the vertex normals to the vertices I get this:

Clearly something is borked in the normals, but I'm unsure what the issue is. The normals were generated in the *.obj file, and I flipped the coordinates of the normal vector to match the coordinate swap for the vertices and faces.
If push comes to shove I can probably recalculate the normals in my converter, but I'd like to see if I am missing something mundane (again).
Thanks all for your patience and help. I made add-ons with Blender years ago but tend to be more proficient with parametric CAD, so I wanted to go down this particular route to making add-ons.
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