This is again some weird legacy stuff that i also never understood.. It was like that since day one of VP9 (mesh.cpp originally), so we never touched it to not change the behavior of old tables..
And as so far no one also ever used the new, more flexible lighting really (before it was always just two hardwired directional lightsources that didn't even respect the transformation of the table when changing the table/backdrop parameters), so there also was no need changing this yet..
Feel free to correct all this kind of nonsense in the DX9 branch, please..
EDIT: I wonder though how you should replace it.. Just standard "First calculate all triangle normals in a loop, then calculate the vertex normals from that (weighted by the dotproducts of the adjacent triangles??)" maybe?
Edited by toxie, 07 February 2014 - 12:46 PM.