   D3DXMatrixScaling messing with mesh normals?
  When I use D3DXMatrixScaling to trasform a mesh it seems that the normals of the mesh are trasformed too, so I cant get lighting working for a scaled mesh.The only way I have found to solve it is to normalize the normals at render time, but that can be quite expensive computationally:g_pd3dDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );Is there any other way around this? Am I doing something wrong?   
  Nope, that's the only answer unless you have always use the exact same scale factor on a mesh and can alter the underlying geometry [smile]I wouldn't worry about performance - any GPU from the last 5 years is likely to be a programmable one and it's common to write vertex shaders that have a normalize() intrinsic in them. This is all your fixed-function code is doing.Some of the GeForce 4 MX's or GeForce 5's (which, iirc, had performance issues with rcp instructions) might not like it so much, but chances are it won't be your biggest issue!hthJack   ;  thanks, your right, I dont see any performance loss with normalize normals enabled, I guess the statement in the MSDN about performance loss is only for old hardware.   