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problem with normals

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Hey, I'm simply loading a OBJ model, created in blender. This is what I get: Now, GL_SMOOTH IS enabled, but still the sphere looks as if GL_FLAT is on. So, this can only be a normal calculation problem. The above sphere is using the normals generated by blender. However, using the code below, I get the same result:
void Model::buildNormals()
		for (int j = 0; j <_vn.size(); j++)
			_vn[j][0] = 0;
			_vn[j][1] = 0;
			_vn[j][2] = 0;
		for (int j = 0; j < _numfaces; j++)
			face &f = _faces[j];
			Vector3f &v0 = _v[f.v[0]];
			Vector3f &v1 = _v[f.v[1]];
			Vector3f &v2 = _v[f.v[2]];
			Vector3f &vn0 = _vn[f.vn[0]];
			Vector3f &vn1 = _vn[f.vn[1]];
			Vector3f &vn2 = _vn[f.vn[2]];
			float Ax = v1[0] - v0[0];
			float Ay = v1[1] - v0[1];
			float Az = v1[2] - v0[2];
			float Bx = v2[0] - v0[0];
			float By = v2[1] - v0[1];
			float Bz = v2[2] - v0[2];
			float nx = Ay * Bz - By * Az;
			float ny = -(Ax * Bz - Bx * Az);
			float nz = Ax * By - Bx * Ay;
			vn0[0] += nx;
			vn0[1] += ny;
			vn0[2] += nz;
			vn1[0] += nx;
			vn1[1] += ny;
			vn1[2] += nz;
			vn2[0] += nx;
			vn2[1] += ny;
			vn2[2] += nz;
		for (int j = 0; j < _vn.size(); j++)
			Vector3f &vn = _vn[j];
			float len = float(sqrt(vn[0] * vn[0] + vn[1] * vn[1] + vn[2] * vn[2]));
			if (len)
				vn[0] /= len;
				vn[1] /= len;
				vn[2] /= len;

Any help? Huge thanks!

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Without looking at your code I guess that the problem is you're calculating each Faces normal and then applying it to the vertices in that face.
That's how you get Flat-Shading.
In order to get a Smooth Shading you'll need to do an avarage of normals surrounding a vertex

Assuming you have a Vertex that is located in 4 faces

you compute each normal of those faces , you sum them up and then do an avarage:

(each n is a normal of a nearby face of a vertex)


I hope This Helped

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