Light woes or bad normals?
This has got me stumped. Every time I attempt to light a sphere using Direct3D's default gouraud shading I get this result. Now even if light hits the surface unevenly, the interpolation should correct it to look much better than this.
Is this the best I can get with default lighting? And if so - can I just create a lightmap that interpolates from black to white and blend it with the planet texture - in essence light map the planet?
I've also tried simply using the normalized sphere vertex as the normal for the vertex and I get the same results. The normal for any point on a sphere is this:
So it should work.
Any help is appreciated.