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Home/ Questions/Q 3353276
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Editorial Team
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Editorial Team
Asked: May 18, 20262026-05-18T02:07:54+00:00 2026-05-18T02:07:54+00:00

In my application I’m trying to create a mesh that is shaded by a

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In my application I’m trying to create a mesh that is shaded by a single directional light. The problem I’m facing is that I can’t seem to get the light to take my normals into account at all.

It works fine if I set the normals on a per-triangle-strip basis, but if I try to render a series of triangles with normals set using the glNormalPointer method the entire mesh is rendered using the same color (which is identical to the result I’m getting if I skip calling glNormalPointer all together).

My mesh render method looks like this:

public void render(GL10 gl) {
gl.glFrontFace(GL10.GL_CW);
gl.glNormalPointer(GL10.GL_FLOAT, 0, normalBuffer);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, indexBuffer.capacity(), GL10.GL_UNSIGNED_BYTE, indexBuffer);
}

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  1. Editorial Team
    Editorial Team
    2026-05-18T02:07:54+00:00Added an answer on May 18, 2026 at 2:07 am

    You should call

    glEnableClientState(GL_NORMAL_ARRAY);
    
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