Drew wrote:

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.

In opengl, lighting/shading is entirely dependent on the normal you define for each vertex. The orientation of the surface does not factor in. The orientation is used for backface culling, but that's something entirely different.

Think about a terrain surface for instance, where the "normal" at any given point needs to be some average of the normals of the surrounding faces ... perhaps weighted by face size. If opengl decided to be smart and overrule what you've provided for a normal, you wouldn't have the level of control you need to do a lot of things.

Curt.

--
Curtis Olson        http://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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