Ogre Version: 1.13
Operating System: macOS Catalina
Render System: GL
I have a model of a room. Due to my particular modeling technique, each wall or floor is made up of multiple co-planar triangles. Not all triangles meet at points (ie there are t-junctions). With a directional light everything looks as expected; each surface is continuous and of a consistent color. However, with a point light located near the walls, there are very distinct discontinuities between each of the pairs of triangles that make up a rectangle of the surfaces. I assumed this was a matter of interpolating between the colors calculated at each of the vertices. Looking at the ShadingMode/ShadeOptions I thought switching from Gouraud to Phong would fix it but it did not help.
Are the discontinuities due to the shading algorithm? Or is it more likely that I have done something wrong with setting up the meshes and scene? If it is the shading, is there an easy fix? Do I need to write a shader that calculates the angles at every pixel?