   does D3DXCreateSphere generate normals?
  I want to render a sphere.  However, D3DXCreateSphere creates a mesh that is in the wrong FVF for my rendering code. So, I use:D3DXCreateSphere(d3dDevice, 0.5, 20, 10, &tempMesh, NULL);tempMesh->CloneMeshFVF(NULL, D3D9POSCOLORVERTEX_FVF, d3dDevice, &tempMesh2);where D3D9POSCOLORVERTEX_FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE.  This is the FVF all of my scene uses.The trouble is that I get a black, unlit circle!  I am assuming that the normal values are either getting lost in the conversion or are never generated - other objects in my scene with their normals set properly are lit just fine.Does anyone know of a way to extract the normals easily?  Or will I have to calculate them myself?Thanks for any help!rileyEdit: PS: I'm using DX9[edited by - rileyriley on February 5, 2004 8:26:46 PM]
  Without consulting the docs, I think you need to clone the resultant mesh and specify that you want normal data(just like you are doing). However, this doesn''t create the normals, it just leaves a place for them. You then need to run D3DXComputeNormals() on the new mesh. This should fix you up. ;  It should have normals already.  By default those meshes have a position (XYZ) and a normal.  Have you set a material?  Have you assigned anything to the diffuse member of the vertex?  It may be that it''s lighting your sphere properly, it''s just that your sphere is black. Stay Casual,KenDrunken Hyena;  Thanks a lot - I had looked for a Calculate  Normals, but not Compute.Also, it helps to set the color to something other than 0.. ::blush::Thanks again,rileyEdit: DrunkenHyena's post popped up before I hit submit - he was/is right, I just wasn't coloring it.  Thanks for the help!   [edited by - rileyriley on February 5, 2004 10:07:00 PM]