Hi, Kim,

Lispsm in default mode renders back facing polygons (in light space) to
avoid self shadowing of front surfaces. In your case it looks like you
would rather want to use front facing polygons to cast shadows instead.
Normally its not neccessary because back facing normals would cause the
backporch to be dark anyway so that shadows would indistiguishable from
ambient colors. However in your case it looks like all building polys use
the same normal (probably z up - facing light) so backfacing polys are
incorrectly lit and then shadows cast only by light space backfaces look
weird.

So my suggestion is to change model normals to correct ones or change cull
face for shadow map generation (that may require overriding technique
though).

Cheers,
Wojtek

2012/6/6 Kim Bale <[email protected]>

> Dear all,
>
> I have a fairly simply model which I have applied a LISP shadow to and I'm
> having problems getting the correct self shadowing.
>
> Rather than the area under shadow being darkened it appears that the
> shadow from the geometry in front of it is being projected onto it (see
> pic).
>
> I'm sure I've seen this issue before but I can't remember what causes it.
> Has anyone else dealt with this issue?
>
> Regards,
>
> Kim.
>
> --
> osgOcean - http://code.google.com/p/osgocean/
>
>
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>
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