I have a simple raytracer that only works until the first intersection. The scene looks normal with two different light sources, but when both lights are in the scene, there are dark shadows where the illuminated area is from one end, even if it is in the middle of the illuminated area from the other light source (especially noticeable on the green ball). The transition from the “area illuminated by both light sources” to the “area illuminated by only one light source” seems a bit darker than the “area illuminated by one light source”.

Code to which I add lighting effects:
for ( int l=0; l<primitives.count; l++) {
Primitive* p = [primitives objectAtIndex:l];
if (p.light)
{
Sphere * lightSource = (Sphere *)p;
Vector3 *light = [[Vector3 alloc] init];
light.x = lightSource.centre.x - intersectionPoint.x;
light.y = lightSource.centre.y - intersectionPoint.y;
light.z = lightSource.centre.z - intersectionPoint.z;
[light normalize];
Vector3 * normal = [[primitiveThatWasHit getNormalAt:intersectionPoint] retain];
if (primitiveThatWasHit.material.diffuse > 0)
{
float illumination = DOT(normal, light);
if (illumination > 0)
{
float diff = illumination * primitiveThatWasHit.material.diffuse;
colour.red += diff * primitiveThatWasHit.material.colour.red * lightSource.material.colour.red;
colour.blue += diff * primitiveThatWasHit.material.colour.blue * lightSource.material.colour.blue;
colour.green += diff * primitiveThatWasHit.material.colour.green * lightSource.material.colour.green;
}
}
[normal release];
[light release];
}
}
How can I do it right?