Hi Gordon and Robert, That explains it.. it really works "as" 2-sided, and indeed, the lighting gets screwed on the other face as you said. But since we're using baked radiosity in our models and dynamic lighting only in a few objects, the lighting wasn't an issue in our project, so I just had in my mind that 2-sided was working somehow.
Thanks for clarifying, [ ]'s 2007/11/28, Gordon Tomlinson <[EMAIL PROTECTED]>: > > The polygons state will be marked so back faces are visible so the count > does not increase but lighting will be wrong on the back face > > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robert > Osfield > Sent: Wednesday, November 28, 2007 8:43 AM > To: OpenSceneGraph Users > Subject: Re: [osg-users] 2 sided textures? > > On Nov 28, 2007 11:53 AM, André Rocha <[EMAIL PROTECTED]> wrote: > > Hi Robert, you got me curious; what about when I create a single plane > > in 3D Max, and export it with a 2-sided texture? It works in OSG as > > I'm using it now, but I didn't see any changes in vertex/polycount > inside > OSG. > > Convert to .osg and found out... it will just be a repetition. > > There is no such thing as 2-sided texture in graphics hardware, OpenGL or > OSG, its purely a wording used by the moddeling package. > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- André Rocha Tomasi GRV - Virtual Reality Group PUCRS - Projeto Aeromóvel
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