> Disable back face culling.
>   
Thank you, Robert.

This works, though I had to search a while where to set this:
In the code of ShadowMap, the following is set:
            osg::ref_ptr<osg::CullFace> cull_face = new osg::CullFace;
            cull_face->setMode(osg::CullFace::FRONT);
            stateset->setAttribute(cull_face.get(), 
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
            stateset->setMode(GL_CULL_FACE, osg::StateAttribute::ON | 
osg::StateAttribute::OVERRIDE);

I simiply disabled this, and got my shadows.

The polygon-offset is hardwired into ShadowMap, too:

            float factor = 5.0f;
            float units = 1.0f;

            osg::ref_ptr<osg::PolygonOffset> polygon_offset = new 
osg::PolygonOffset;
            polygon_offset->setFactor(factor);
            polygon_offset->setUnits(units);
            stateset->setAttribute(polygon_offset.get(), 
osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);

I get good results with the values shown above for factor and units, 
though now (as a drawback) there are small areas that shoud have a 
shadow and haven“t.


The issue that objects without a texture do not render correctly is not 
fully solved: Those objects now seem a bit transparent. Assigning a real 
white texture solves that (though this is a waste of texture memory).


Regards,

Andreas
> Robert.
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>   

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