* Hi Tony and Alberto, The following is a snippet of the code I have tried .. It continues to light up only one side of the geometry ...
osg::StateSet* st = topo->getOrCreateStateSet(); * *osg::Group* topo = new osg::Group; * *osg::Material* matirial = new osg::Material; * *matirial->setColorMode(osg::Material::DIFFUSE); * *matirial->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 1, 0, 1)); * *matirial->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 1, 0, 1)); * *matirial->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 1, 0, 1)); * *matirial->setShininess(osg::Material::FRONT_AND_BACK, 10.0f); * *st->setAttributeAndModes (matirial,osg::StateAttribute::ON); * *osg::LightModel* ltModel = new osg::LightModel; * *ltModel->setTwoSided(true); * *st->setAttribute(ltModel); * */* render the geometry in the children nodes ... */* If I reverse the normals the opposite side lights up as expected .. Am I doing something wrong.. Sunil. On Tue, Jun 29, 2010 at 2:23 PM, Tony Horrobin <[email protected] > wrote: > Hi Sunil, > > Just to be clear, you also need to specify a two-sided light model to make > OpenGL apply both front and back materials. > The osg::LightModel class allows this. > > Cheers, > > -Tony > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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