This image may help me explain a bit more. I'm pretty new to the rendering world, scenegraphs, sceneviewers, opengl, etc., so please bear with me.
This is using the faked shading.
This is using the default shading. (I'll admit, this is the first time I've defaulted back to this shading since I moved away from using a cube as my test geometry, and it looks quite a bit better on this test.)
This is a screenshot of the building in our application that I'm trying to mimic.
All three of the images are of the same, simple building. Originally I was aiming for shading more akin to what was discussed in this thread:
http://www.jpct.net/forum2/index.php/topic,1444.msg10269.html#msg10269 (this is much closer to show the shading works in our application), but I'm pretty tempted to leave it with the default shading with the way it's looking now.
However, even if I leave it with the default, I'm still interested in my original thought. In the first image with faked shading, you can see the left hand wall is made of two triangles, and its adjacent wall is made up of 4 triangles. On both walls, shading is applied whole sale to each triangle with each being shaded at different levels (in some cases, very different). What I'm wondering is if there's a way to either smooth out this shading that gets applied, or maybe there's a way of reversing the triangulation by doing a union of adjacent, coplanar triangles that make up a given wall that would simplify the geometry and probably improve the faked shading as a side effect?