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Dynamic lighting with TRISTRIPS and DX8

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When I create a TRISTRIP and specify the vertex normals, the DX lighting engine doesn''t work quite right. If I have a Quad made up of a two tris, and the two tris are at different angles, the first TRI determines the vertex normals for the first 3 vertices, and the second TRI determines the vertex normal for the fourth vertex. The problem here is that the first tri is lit correctly, but the second is not because the normals are based on the first tri instead of the second one. I figure that I can get around this by using trilists instead of tristrips, but then I get performance hits. Is there a way to do this with TRISTRIPS? It seems like such a common issue that I must just be thinking wrong. ''Doing the impossible is kind of fun'' - Walt Disney

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