I tried it with two different sorts of meshes. One of them is with points arranged in concentric circles and an algorithm that basically sweeps anticlockwise over points on the previous (inner) circle to create triangles for each point on each circle.
The other is square mesh with two triangles per square. I always use this square mesh to define the texture dynamically, and it is defined in such a way that radially equal points always get the same colour.
I calculate vertex normals in the main program and light the vertices in a vertex shader. I also do shadow mapping in the pixel shader but I'm pretty sure that's nothing to do with the problem.
Here are some of my output avi files
'radial' mesh:
https://dl.dropbox.c...LARagain670.zip
'square' mesh:
https://dl.dropbox.c...totalperRow.zip
Those are both so high resolution that it's likely 1 triangle per pixel or more. That may have something to do with the problem although I don't see why it should do. It probably is best to focus attention on the cutaway animation - the lower one - but see also on the upper one, it can be seen that going upwards, the stripes form a sinusoidal pattern.
Here is a somewhat lower resolution mesh. There is some mistexturing probably because the wall of the dish is very thin. 'radial' mesh.
https://dl.dropbox.c...OLARagain50.zip
I tried to upload all the code, because I don't know which bit is relevant, but it says 'You aren't permitted to upload this kind of file'. Don't know why text files cause such umbrage but there you go.
Anyway maybe looking at this, someone will have some suggestion of what could be going wrong.
I've checked that the computed normals all have the same sign for the y-component, and tried inverting them. And I'm certain the texture doesn't have a bizarre purple region. I also can't believe it's meant to look this way with the lighting. I'm at my wits' end, any suggestions appreciated.






