I think you will need to duplicate your vertices, so that each triangle has it's own three vertices, not shared with any other triangle. The normal for each vertex of the triangle should be the averaged normal: All three normals for a triangle will be the same, so that the interpolated value will not change. I know that this is not ideal, but I don't of any other solutions.
In OpenGL, you can calculate the averaged normals in a geometry shader or use the "flat" qualifier so that the normals are not interpolated, but I don't think you can do either of these in AGAL.
See this question/answer for some more info.