I have written a mesh loader for MS DirectX .x files (just the mesh components for now, no textures, animation) and can display the loaded mesh using lwjgl drawing triangles and setting normals etc.
The problem is that when I specify a gl.normal3f() for each triangle (at a right angle to the triangle), the faces are predictably heavily faceted under lighting (like a crystal).
Does anyone have any recommendations for how I can display a poly model consisting of triangles so that the surface is smooth rather than heavily faceted (like a crystal)
I am happy to share the mesh loader on this forum when it is finished
Having a look around, it seems that I will need to specify per vertex normals which are averaged between normals for each face.
Additionally, the gl.enable(gl.NORMALIZE) call seems to be important in rendering with Gouraud shading.
Does anyone have any working examples or links to an applicable tutorial (C or C++ is fine) for per vertex normal calculation and OpenGL rendering of triangle meshes with Gouraud shading?