Original Post
Im making a little program to display a 3dsmax(vrml) model. its my head :) im having massive problems with lighting. my normals outputted by max are indexed so i think thats whats causing the problems. my verts etc are just hardcoded in an array :) any ideas how i can use the indexs for the normals? void drawHead() { #define NUM_OF_TRIANGLES 295 glRotatef(-90,1,0,0); glTranslatef(0,70,0); glShadeModel(GL_SMOOTH); // Enable vertes array, normal array, texture coord array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); //glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Set vertex pointer, normal pointer, tex coord pointer glVertexPointer(3, GL_FLOAT, 0, meshCords); glNormalPointer(GL_FLOAT, 0, meshNormals); //glTexCoordPointer(2, GL_FLOAT, 0, textCords); float material_diffuse[4] = { 0.5f, 0.5f, 0.5f, 0.3f }; float material_specular[4] = { 0.3f, 0.4f, 0.451f, 0.6f }; float material_shininess[1] = { 30.0f }; glMaterialfv(GL_FRONT, GL_DIFFUSE, material_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, material_specular); glMaterialfv(GL_FRONT, GL_SHININESS, material_shininess); //DRAW THE HEAD! :) glDrawElements(GL_TRIANGLES, NUM_OF_TRIANGLES*3, GL_UNSIGNED_INT, meshIndices); } http://www.sosickclothing.com/stuff/lightingprobs.jpg screenshot of the problem! [Edited by - samsamm777 on April 14, 2006 11:23:00 AM]