I have the face normals for a series of triangles which compose a triangle mesh in a terrain program I have written.
Since I am passing the triangle’s face normal once for each of its three vertices the triangles stand out when light is placed upon it.
I tried this method of smoothing the lighting effect.
I found all the triangles sharing a particular vertex and calculated the average between the face normals and assigned that value to the vertex’s normal. I repeated that process for all the vertices. The result was that the lighting was too smooth and practically no detail can be seen.
I wanted to know if there is a better method of producing smoother lighting with out having individual triangles ‘standing out’ or having all details disappear.