Hi,

okay, i think i figured out that the odd shading is only a result of my 
missunderstanding of the normals BIND_PER_VERTEX concept.

my geometry has 9 vertices - i thought if i use a drawElement index with index 
swaps to revist a vertex, this would give me the opportunity to use more than 
one normal per vertex (there are reasons why i need this ;-). i now think the 
truth is, only real vertices in the vertexlist let me allow to do this.

if them is so, this thread is solved.


Thank you!

Cheers,
Christian

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12169#12169





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