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mesh normal
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Because the normal is pointing away from the light, so the face isn't lit. Remember that lighting is done as L dot N (Light vector dot Normal vector), so if the normal is facing away from the light, you'll get a darker triangle.
The best way to fix it would be to fix the normals so they're not backwards. Also, not culling back-facing triangles could cause some performance issues and is best avoided for this purpose.
The best way to fix it would be to fix the normals so they're not backwards. Also, not culling back-facing triangles could cause some performance issues and is best avoided for this purpose.
You might want to try googling/searching for "two sided lighting" - I know Nvidia put out some samples a few years back (it was one of the cool new things that vertex shaders made easier). That should allow you to have a single triangle that can be lit from both sides - although typically its used so you can have different textures/colours without doubling the geometry.
hth
Jack
hth
Jack
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