Hi Wojtek,

Thanks for that, setting the polygon winding to CW and the cull face to
front seemed to do the trick, no technique overriding required.

Cheers,

Kim.

On 7 June 2012 01:13, Wojciech Lewandowski <[email protected]>wrote:

> 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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