I am trying to produce plots using meshes of basic geometry, and the resulting images are poor. I realised that it is very hard to tell the shape of the cylinder, no matter how I place the lighting, and I think it is because the shading is going wrong, possibly because of incorrect normals.
Does anyone have any idea what’s going wrong and where? Is it an issue with representing normals in GeometryBasics.Mesh? In conversion to an OpenGL mesh? I really would like to help fix this.
I’d guess that when normals are determined automatically, the edge vertices get normals that are a mixture of the wall and the cap normals, which doesn’t make sense for a cylinder. That’s why with interpolation the edge looks round. Maybe it’s better to duplicate the vertices at the edge, so that the caps and the wall are not actually connected, to avoid the interpolation.