My AGAL code for creating the normals is this:
"nrm ft1.xyz, v1.xyz\n" + // renormalize normal
"dp3 ft1, fc2.xyz, ft1.xyz \n" + // directional light contribution
but I get a very rounded object, is there a way to generate the normals so that it will be more sharp at the edges.
Thanks
Found the solution: I export the model from 3DMax with my script (exporting script from http://not-so-stupid.com/), but select Sandy 3.0 format, which maks the "export vertex normal" valid, and then I copy the information from the as file created by the script. I put the normal in a new vertex buffer and upload them:
then use them in the shaders code: