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.
> _______________________________________________
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>
>
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>



-- 
André Rocha Tomasi
GRV - Virtual Reality Group
PUCRS - Projeto Aeromóvel
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