I started using indexed primitives to render a scene. I chose to use indexed as they should be faster than non indexed. Now I found myself in front of this problem: how do I calculate normals???
As I have 1 normal entry for each vertex I will calculate that normal interpolating the normals of all the faces the vertex is part of.
Due to this fact the shading is quite orrible...
I found only 2 solutions to this: do shading in a vertex/pixel shader (I don't want to use them for now...) and putting a degenerate face beetween each pair of faces.
Does someone know a better way to do this or should I turn back to non indexed?
[italic]How beautiful, if sorrow had not made Sorrow more beautiful than Beauty itself.[/italic]