fix(progressiveLightMap): add normal validation and preserve flatShading #31800
+20
−0
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Related issue: (#31799)
Description
Some models use materials with flatShading = true while their geometries do not contain vertex normals.
In the main scene, these models render correctly because flatShading does not require vertex normals.
In ProgressiveLightMap, however, the material was replaced with an internal uvMat that had flatShading = false. This caused the affected objects to render completely black.
Additionally, when a material had flatShading = false and the geometry had no vertex normals, the code did not throw any warning or error, leading to silent failures.
This fix ensures:
The flatShading value is now correctly inherited from the original material.
If flatShading = false and the geometry has no vertex normals, an error is thrown to prevent silent rendering failures.