message: ensure normalBuffer is zero'ed out; update cell after transform
diff: @@ -49,16 +49,22 @@ export namespace Mesh {
  }
  }
  - export function computeNormalsImmediate(surface: Mesh) {
  - if (surface.normalsComputed) return;
  + export function computeNormalsImmediate(mesh: Mesh) {
  + if (mesh.normalsComputed) return;
  - const normals = surface.normalBuffer.ref.value.length >= surface.vertexCount * 3
  - ? surface.normalBuffer.ref.value : new Float32Array(surface.vertexBuffer.ref.value.length);
  + const normals = mesh.normalBuffer.ref.value.length >= mesh.vertexCount * 3
  + ? mesh.normalBuffer.ref.value : new Float32Array(mesh.vertexBuffer.ref.value.length);
  - const v = surface.vertexBuffer.ref.value, triangles = surface.indexBuffer.ref.value;
  + const v = mesh.vertexBuffer.ref.value, triangles = mesh.indexBuffer.ref.value;
  +
  + if (normals === mesh.normalBuffer.ref.value) {
  + for (let i = 0, ii = 3 * mesh.vertexCount; i < ii; i += 3) {
  + normals[i] = 0; normals[i + 1] = 0; normals[i + 2] = 0;
  + }
  + }
  const x = Vec3.zero(), y = Vec3.zero(), z = Vec3.zero(), d1 = Vec3.zero(), d2 = Vec3.zero(), n = Vec3.zero();
  - for (let i = 0, ii = 3 * surface.triangleCount; i < ii; i += 3) {
  + for (let i = 0, ii = 3 * mesh.triangleCount; i < ii; i += 3) {
  const a = 3 * triangles[i], b = 3 * triangles[i + 1], c = 3 * triangles[i + 2];
  Vec3.fromArray(x, v, a);
  @@ -73,7 +79,7 @@ export namespace Mesh {
  normals[c] += n[0]; normals[c + 1] += n[1]; normals[c + 2] += n[2];
  }
  - for (let i = 0, ii = 3 * surface.vertexCount; i < ii; i += 3) {
  + for (let i = 0, ii = 3 * mesh.vertexCount; i < ii; i += 3) {
  const nx = normals[i];
  const ny = normals[i + 1];
  const nz = normals[i + 2];
  @@ -82,8 +88,8 @@ export namespace Mesh {
  // console.log([normals[i], normals[i + 1], normals[i + 2]], [v[i], v[i + 1], v[i + 2]])
  }
  - ValueCell.update(surface.normalBuffer, normals);
  - surface.normalsComputed = true;
  + ValueCell.update(mesh.normalBuffer, normals);
  + mesh.normalsComputed = true;
  }
  export function computeNormals(surface: Mesh): Task<Mesh> {
  @@ -101,15 +107,16 @@ export namespace Mesh {
  }
  export function transformRangeImmediate(mesh: Mesh, t: Mat4, offset: number, count: number) {
  - transformPositionArray(t, mesh.vertexBuffer.ref.value, offset, count)
  + const v = mesh.vertexBuffer.ref.value
  + transformPositionArray(t, v, offset, count)
  // TODO normals transformation does not work for an unknown reason, ASR
  // if (mesh.normalBuffer.ref.value) {
  // const n = getNormalMatrix(Mat3.zero(), t)
  // transformDirectionArray(n, mesh.normalBuffer.ref.value, offset, count)
  // mesh.normalsComputed = true;
  // }
  + ValueCell.update(mesh.vertexBuffer, v);
  mesh.normalsComputed = false;
  - // mesh.boundingSphere = void 0;
  }
  export function computeBoundingSphere(mesh: Mesh): Task<Mesh> {
  