pub fn calculate_normals(&mut self, zeroed: bool) {
        // SAFETY: The mesh unconditionally has a validation token, so it must be valid.
        unsafe {
            Self::calculate_normals_for_buffers(&mut self.vertex_normals, &self.vertex_positions, &self.indices, zeroed)
        };
    }
/// Calculate normals for the given mesh, assuming smooth shading and per-vertex normals.
///
/// Use left-handed normal calculation. Call [`Mesh::flip_winding_order`] first if you have
/// a right handed mesh you want to use with rend3.
///
/// If zeroed is true, the normals will not be zeroed before hand.
Calculate normals for the given mesh, assuming smooth shading and per-vertex normals.
Use left-handed normal calculation. Call [`Mesh::flip_winding_order`] first if you have
a right handed mesh you want to use with rend3.

If zeroed is true, the normals will not be zeroed before hand.
Calculate normals for the given mesh assuming smooth shading and per - vertex normals . Use left - handed normal calculation . Call [ ` Mesh :: flip_winding_order ` ] first if you have a right handed mesh you want to use with rend3 . If zeroed is true the normals will not be zeroed before hand .
pub fn calculate_normals(&mut self, zeroed: bool) {
        // SAFETY: The mesh unconditionally has a validation token, so it must be valid.
        unsafe {
            Self::calculate_normals_for_buffers(&mut self.vertex_normals, &self.vertex_positions, &self.indices, zeroed)
        };
    }
pub fn calculate_normals ( & mut self , zeroed : bool ) { // SAFETY: The mesh unconditionally has a validation token, so it must be valid. unsafe { Self :: calculate_normals_for_buffers ( & mut self . vertex_normals , & self . vertex_positions , & self . indices , zeroed ) } ; }
Calculate normals for the given mesh, assuming smooth shading and per-vertex normals.
Calculate normals for the given mesh assuming smooth shading and per - vertex normals .
&mut self
zeroed
bool
&mut self
zeroed
bool