I'm not sure why, but I've just created a simple 3D model and normalised it but lighting looks very pixelated; as seen in the picture below (inside the spoiler).

Spoiler

This is the code I used to normalise it:

for (i=0; i<global.gridParts;i+=1) { d3d_model_primitive_begin(terModel,pr_trianglelist); for (j=0; j<global.gridParts; j+=1) { x1 = i*global.gridSize; y1 = j*global.gridSize; z1 = ds_grid_get(heightGrid,i,j); x2 = (i+1)*global.gridSize; y2 = j*global.gridSize; z2 = ds_grid_get(heightGrid,i+1,j); x3 = (i+1)*global.gridSize; y3 = (j+1)*global.gridSize; z3 = ds_grid_get(heightGrid,i+1,j+1); nX = (y2-y1)*(z3-z1)-(y3-y1)*(z2-z1); nY = (z2-z1)*(x3-x1)-(z3-z1)*(x2-x1); nZ = (x2-x1)*(y3-y1)-(x3-x1)*(y2-y1); m = sqrt(nX*nX + nY*nY + nZ*nZ); nX /= m; nY /= m; nZ /= m; d3d_model_vertex_normal(terModel,x1,y1,z1,nX,nY,nZ); d3d_model_vertex_normal(terModel,x2,y2,z2,nX,nY,nZ); d3d_model_vertex_normal(terModel,x3,y3,z3,nX,nY,nZ); x1 = (i+1)*global.gridSize; y1 = (j+1)*global.gridSize; z1 = ds_grid_get(heightGrid,i+1,j+1); x2 = i*global.gridSize; y2 = (j+1)*global.gridSize; z2 = ds_grid_get(heightGrid,i,j+1); x3 = i*global.gridSize; y3 = j*global.gridSize; z3 = ds_grid_get(heightGrid,i,j); nX = (y2-y1)*(z3-z1)-(y3-y1)*(z2-z1); nY = (z2-z1)*(x3-x1)-(z3-z1)*(x2-x1); nZ = (x2-x1)*(y3-y1)-(x3-x1)*(y2-y1); m = sqrt(nX*nX + nY*nY + nZ*nZ); nX /= m; nY /= m; nZ /= m; d3d_model_vertex_normal(terModel,x1,y1,z1,nX,nY,nZ); d3d_model_vertex_normal(terModel,x2,y2,z2,nX,nY,nZ); d3d_model_vertex_normal(terModel,x3,y3,z3,nX,nY,nZ); } d3d_model_primitive_end(terModel) }

If this is normal, is there a way to achieve something smoother? Perhaps another method of normalising possible in GM?

Thank you very much,

I appreciate your help

**Edited by loverock125, 25 April 2012 - 01:38 AM.**