I am working on a script that does some faked terrain erosion within the editor.
However, I noticed that Blender.Redraw() does not recalculate lighting in the editor. As an example, I can start with a flat grid and programmatically lift vertices to form a mountain, but the entire mountain remains the same shade of grey regardless of each face’s normal.
I have the same problem in all lighting modes when the mesh is set to smooth.
Entering and exiting edit mode seems to invoke lighting recalculation, but is there a more elegant solution?
Thanks for reading!