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Isotest

problem with lighting falloff

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I''ve created a D3D 8 program that displays a grid of 40 x 40 tiles along the x/z axis. I''ve created a point light above this floor, but the light falloff follows along the edge of the triangles. The normals for the triangles are set 100 above the vertex points on the y axis (but same x & z coords), so the normals would point straight up (each tile is sized 100 x 100). A link to an image of the program is below to demonstrate the problem. Does anyone know how to fix this? http://www.users.qwest.net/~eetee/tiles.jpg

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