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/ > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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