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Directional light differences from 2.5 to 3.0-alpha


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Hi, after upgrading to 3.0-alpha I see differences in directional light in my scene that I exported from unity. I attached images and babylon file to show the difference.

Code for scene is:

const canvas = document.querySelector("#renderCanvas") as HTMLCanvasElement;
const engine = new BABYLON.Engine(canvas, true);
let camera;
BABYLON.SceneLoader.ShowLoadingScreen = false;
BABYLON.SceneLoader.Load("src/","light-demo.babylon", engine, function(scene) {

    camera = new BABYLON.ArcRotateCamera("Camera", BABYLON.Tools.ToRadians(180), 0, 3, BABYLON.Vector3.Zero(), scene);
    camera.attachControl(canvas, true);
    scene.clearColor = new BABYLON.Color4(0, 0, 0, 0);
    engine.runRenderLoop(function() {


Maybe thats some material issue from untiy?




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Hi Hersir, thanks for the issue report and pictures.  I don't have solution, but I would like you to TRY something for me, if you have a moment.  I want to see if YOUR issue is related to another issue that I am having... with another project.

// a series of actions to correct the darkness and dullness of scaled spheres.
var yayManeuver = function(mesh) { 
    var myVertexData = BABYLON.VertexData.ExtractFromMesh(mesh, true);

Could you please add this function to your scene code? 

Then, using scene.meshes array or scene.getMeshByName(something), get a reference to your sphere mesh (get it into a variable).  Then, run it through this function...  such as...   yayManeuver(sphere);    (if you please)

I am interested if you see a "correction" in the lighting... after sending the sphere through that code/func.  Thanks either way.  More comments sure to come, thanks again for the report.

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