ok thanks for clarifing

ill have to design my solution again lol.

i am generating the normals for every vertex of the mesh,

the method is simple for every vertex, add the normals of all the faces it belongs to,

the result is a smooth shaded mesh.

what i was doing was mapping the triangles buffer so that each thread can represent one.

so each thread was equivalent to a triangle , and each one added its normal to each of the 3 vertexes it contains.

as you can expect, some vertexes are common between triangles, so when doing

vertex.normal += triangle.normal

i was expecting that they would have added correctly, well this is how you cannot do it then hehe.

ill try to get the other way round, mapping vertexes that “read only” the faces.