Is there a way I can ensure that the projected sphere on the left, made of planes has the correct normals as the sphere on the right? This way, I can achieve a lighting effect such as Phong lighting similar to the sphere on the right.
Normal of sphere surfaces are quite nice and simple in that terms - normal of any vertex / point on a sphere is just a normalized position.
Okay, I see what you mean. Normalizing the position will give this.
I guess this is where I have to calculate the tangents myself to get the normals for each face to align.
so i figured out how to get the normals align. At least that’s a win
But lighting calculation is off