Thanks for the info. FWIW, it probably doesn't have to be that way. The shading 'math', as you put it, should already be a function of the observer's position, in which case some conditional logic might take care of that.
I might try to find the code for this. In the meantime, I'll just draw two opposite single-sided surfaces. Drew On 6/2/05, Andy Ross <[EMAIL PROTECTED]> wrote: > Drew wrote: > > I'm building a 3-D model of an aircraft, and for some surfaces, I > > decided to use 2-sided polygons to simplify things. However, when > > FlightGear renders the object, one side of the surface gets shaded > > exactly the opposite of what it should. Is this a known issue? > > Indeed. Normal vectors only point in one direction. For a 2-sided > polygon, this means that the "back" side gets lit using the same math > as the "front" side. Don't use 2 sided polygons, they really aren't > what you want. > > Andy > > _______________________________________________ > Flightgear-devel mailing list > Flightgear-devel@flightgear.org > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > 2f585eeea02e2c79d7b1d8c4963bae2d > _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d