A Mesh with Lighting

But when the geometry is faceted, every vertex has a different normal for every face that touches it.

$i$$p_x$$p_y$$p_z$$r$$g$$b$$n_x$$n_y$$n_z$
0 0.01.0 0.51.01.00.8 0.0 0.0 1.0
1−0.50.5 0.51.01.00.8 0.0 0.0 1.0
2−0.50.0 0.51.01.00.8 0.0 0.0 1.0
3 0.50.0 0.51.01.00.8 0.0 0.0 1.0
4 0.50.5 0.51.01.00.8 0.0 0.0 1.0
5 0.01.0 0.50.80.00.0−0.7 0.7 0.0
6 0.01.0−0.50.80.00.0−0.7 0.7 0.0
7−0.50.5−0.50.80.00.0−0.7 0.7 0.0
8−0.50.5 0.50.80.00.0−0.7 0.7 0.0
9−0.50.5 0.51.01.00.8−1.0 0.0 0.0
10−0.50.5−0.51.01.00.8−1.0 0.0 0.0
11−0.50.0−0.51.01.00.8−1.0 0.0 0.0
12−0.50.0 0.51.01.00.8−1.0 0.0 0.0
13−0.50.0 0.51.01.00.8 0.0−1.0 0.0
14−0.50.0−0.51.01.00.8 0.0−1.0 0.0
15 0.50.0−0.51.01.00.8 0.0−1.0 0.0
16 0.50.0 0.51.01.00.8 0.0−1.0 0.0
17 0.50.0 0.51.01.00.8 1.0 0.0 0.0
18 0.50.0−0.51.01.00.8 1.0 0.0 0.0
19 0.50.5−0.51.01.00.8 1.0 0.0 0.0
20 0.50.5 0.51.01.00.8 1.0 0.0 0.0
21 0.50.5 0.50.80.00.0 0.7 0.7 0.0
22 0.50.5−0.50.80.00.0 0.7 0.7 0.0
23 0.01.0−0.50.80.00.0 0.7 0.7 0.0
24 0.01.0 0.50.80.00.0 0.7 0.7 0.0
25 0.01.0−0.51.01.00.8 0.0 0.0−1.0
26−0.50.5−0.51.01.00.8 0.0 0.0−1.0
27−0.50.0−0.51.01.00.8 0.0 0.0−1.0
28 0.50.0−0.51.01.00.8 0.0 0.0−1.0
29 0.50.5−0.51.01.00.8 0.0 0.0−1.0

With 30 vertices, the triangle indices must again change, but still the total number of triangles in the table remains the same.