Generated mesh loses lighting at certain angles

Hi all

I’m procedurally generating a single mesh. This mesh is assigned to a MeshFilter which is rendered via a MeshRenderer.

As I rotate the camera around the mesh there is a definite point where the lighting stops being applied:

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This strikes me as something that is probably a common rendering issue. The material is the default diffuse, which should rule out any funky shader behaviour.

Is anyone familiar with this issue and any potential fixes?

Thanks,
Ves

I would guess the normals aren’t calculated correctly.

The lighting issues have stopped since using a correct bounding box. I was previously exploiting the bounding box so the geometry would not be culled.