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