Hi Koriolis,
I think you must be right about b3d using the vertex normals instead of using a face normal to do flat shading. I did suspect this myself. This is a pity as I would have liked my subdivision routine to have been useable even when flat shading.
I see what you're saying about b3d's cone primitive. The strange thing is that b3d's cylinder prim uses the same style end caps as the cone and they light correctly. I also discovered that if I call UpdateNormals on the cone right after creating it, it then seems to light correctly (except when flat shading, of course).
Anyway, as long as I know it's nothing I'm doing wrong in the code that's causing the problems, that's something. :)
Thanks for responding!
I think you must be right about b3d using the vertex normals instead of using a face normal to do flat shading. I did suspect this myself. This is a pity as I would have liked my subdivision routine to have been useable even when flat shading.
I see what you're saying about b3d's cone primitive. The strange thing is that b3d's cylinder prim uses the same style end caps as the cone and they light correctly. I also discovered that if I call UpdateNormals on the cone right after creating it, it then seems to light correctly (except when flat shading, of course).
Anyway, as long as I know it's nothing I'm doing wrong in the code that's causing the problems, that's something. :)
Thanks for responding!