I’ve written an ASE loader, and I’m calculating the normal for each vertex, putting everything in a couple arrays suitable for glNormalPointer, glVertexPointer etc. I’m using shading right now and the shading looks really weird. I get no gray triangles, just black or white. As I rotate the world, the faces are ‘turned on’ when they are facing the lightsource, and turns black when faced the other way, but there is nothing in between. Help!