It's me again, back with another problem.
I was doing quite well, understanding the API and finding all the methods and things I needed but this latest problem I feel is not something so easily solved. D:
Essentially I have a simple maze game where the level is made up of boxes positioned all over the place.
Each box has the normal mapping shader (that comes with
http://www.jpct.net/wiki/index.php/Advanced_example ) and everything is working basically fine. (Asside from me still being a big noob with collision/2d/animation/sound etc.)
But one thing I'm having tremendous difficulty with is the lighting.
Here's a picture of what I mean:
Using the setShadingMode method isn't able to solve this because the lighting is in the shader pipeline.
Now that's fine, maybe I should go and find some help with GLSL for that, but what concerns me is that if I turn the shader off, and use setShadingMode with faked flat shading, the effect is still not what I'm after. - It facets the triangles in the flat surfaces of the boxes, where I just wanted it to show them as flat sided.
What am I really looking for? - This kind of thing was never an issue when I had to deal with DirectX and HLSL.
Things were either smoothed to a percentage or flat but squares (i.e. 2 triangles) showed up as flat squares, not flat triangles.
Guidance needed.