Hi all
The normals; the polygon directions; in your model will need to be calculated using the [SetObjectNormals] function. What you are looking at is an object with its normals all set as equal by the Blender script.

As you can see, the engine generated sphere is lit differently to the Blender 2.5 3D model in .X format. This example is the result of the following test VB.NET GDK code:
Imports DGDKPlugins.CDarkGDK
Imports DGDKPlugins
Public Class Form1
Public Engine As New CDarkGDK
Public WithEvents Time As New Timer With {.Interval = 1, .Enabled = True}
Private Sub Form1_Load(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles MyBase.Load
oDB3D.MakeObjectSphere(2, 4, 32, 32)
oDB3D.LoadObject("c:\landscape.x", 1)
oDBImage.LoadImage("c:\tex.jpg", 1)
oDB3D.TextureObject(1, 1)
oDB3D.TextureObject(2, 1)
oDBCamera.PositionCamera(0, 1, -10)
End Sub
Private Sub Time_Tick(ByVal sender As Object, ByVal e As System.EventArgs) Handles Time.Tick
oDBCamera.ControlCameraUsingArrowKeys(0, 0.4, 0.7)
If oDBInput.SpaceKey() And oDBInput.ShiftKey Then oDBCamera.PositionCamera(oDBCamera.CameraPositionX(), oDBCamera.CameraPositionY() + 0.2, oDBCamera.CameraPositionZ())
If oDBInput.SpaceKey() And oDBInput.ShiftKey = False Then oDBCamera.PositionCamera(oDBCamera.CameraPositionX(), oDBCamera.CameraPositionY() - 0.2, oDBCamera.CameraPositionZ())
oDBCore.Sync()
End Sub
End Class
and,
the following Blender Script.
The next screenshot demonstrates how the same model looks with its normals calculated [odb3d.SetObjectNormals()]:

Somewhat better...
However, there would be less runtime processing if the Blender Script calculated the normals correctly. As you can see from this
Direct X viewer that comes with the DirectX SDK, the lighting is looking rather ugly...
Here is the model loaded in DBPRO
The above example is from the following code without the set object normals function call
color backdrop rgb( 255, 255, 255)
load object "c:\landscape.x", 1
load image "c:\tex.jpg", 1
make object sphere 2, 1
texture object 1,1
texture object 2,1
`set object normals 1
`make light 1
`set point light 1, 10,10,0
`set ambient light 0
do
loop
DBPRO solution with normals calculated
Using a more pronounced lighting environment, we can show that the texture on the Blender model is being shaded per light source; once the set object normals function call has been used.
Please let us know how you get on and if this solves the problem