>> Jean-Christophe :
>> Using LIGHT on textured surfaces works well
>> on round shapes ( like sphere and cylinder )
>> but not on rectangles. Can you help here ?
> "Nobody" :
> Vertex lighting only works well if the polygons
> are small relative to the distance to the light source.
> For large polygons, you can subdivide them, use light
> maps, or use shaders to implement Phong shading.
Look, see this image:
http://cjoint.com/data/0Div4BUDMjl_0a.jpg
On the left image the light source is on the right:
the sphere reflects the light correctly
but the cube is dark(ish)
On the right image the light source is on the left:
the sphere still reflects the light correctly
but now the cube is bright.
Shouldn't it be the other way about the cube ?
The [ UR, UL, DR, DL ] face of the cube is
on the XY plane, I set its normal to (0,0,1)
I tried (0,0,-1) and any other
XYZ combination ... no luck !
Now I'm puzzled.