Original Post
I am using Direct3D to render 3D characters that I am generating at runtime from any TrueType font (like OpenGLs OutlineFonts). I have to use Direct3D so GL is not an option. I am using a polygon triangulation algorithm when generating the characters and some of the front and back meshes are constructed of many odd sized triangles. I am currently using vertex normals and gouraud shading but as you can see in the screen shot it doesn''t look very good (well it''s cool looking but I want a solid looking and not a marble looking object). Is there anything I can do to fix this? I would appreciate any help or information anyone can give me. Thanks.
Screenshot 50.4KB
Todd Casey