Hello

> I'm obviously a newbie in J3D...

dont worry. But this maillist is more or less closed. Join JAVA3D-INTEREST at 
javadesktop.org for more feedback.

> I've put an example together. Hopefully someone will find what I'm doing
> wrong.

Your example does not have a source of light. Changing this:

>         //lightD.setInfluencingBounds(bounds);
>        //objRoot.addChild(lightD);

into this:

        lightD.setInfluencingBounds(new BoundingSphere (new 
Point3d(0,0,0),10000));
        objRoot.addChild(lightD);

already gave me some shading. But i think your real problem is this:

>            pts = new float[][]{
>                    {0,0,0},{1,0,0},{ 0.5f,0.5f,0.5f},
>                    { 0,0,0},{ 0,1,0},{ 0.5f,0.5f,0.5f},
>                     {1,0,0},{ 1,1,0},{ 0.5f,0.5f,0.5f},
>                     {1,1,0},{ 0,1,0},{ 0.5f,0.5f,0.5f}

You are not following the winding rules. Example (pX is a point):

p1
 |   \
p2-- p3

and 

p1
 |   \
p3-- p2

represent the same triangle, looked at once from the front once from the back. 
The normals generated by the normal-generator will always look "good" on the 
front and "bad" on the back. 

Since 2 of your triangles are pointing the other way round the general effect 
is strange.

cu

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