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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=12169#12169 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org