Thanks for your help.

The combination of setting the shininess to 1 and the specular color to
something near black has solved the problem.  Just doing one of the two
doesn't work.

I also used GeometryInfo to recalculate the normals, and now the
cylinders look round instead of faceted, so that's an added bonus. That
must be an indication of the "small diffuse shading errors" you
mentioned. It turns out that GeometryInfo has an extra constructor that
takes a GeometryArray which was not mentioned in the JavaDoc API, so it
was easier to use than I expected.

I've also added a PolygonAttributes component to cull the back-facing
polygons, but that doesn't seem to make any difference.

Your video driver should have a setting for gamma correction, which
adjusts the relative brightness of the dark areas with respect to the
light areas.  You should set all your monitors to the same gamma if want
to compare colors between them.  Standard "linear" gamma is 2.2 (with
respect to the dynamic range of the human visual system) but most
monitors tend to set at 1.0 because that seems to be what most GUI and
game developers design for.


I still have to look into this. It may explain why our application looks
so different between different operating systems and video cards.

Thanks again. It's great to solve that mystery.

Monica

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