Hi folks,

I got a similar problem. Some parts of my model are always black. Despite 
setting the front and back color. 

@Shayne: I've enabled both ambient and diffuse color. And turning the model 
around (which changes the direction to the light source) doesn't change the 
color of the black faces.

A rework of the normals isn't easy, because I get them from an external system.

My Code looks like:

Code:

osg::Material* material = new osg::Material;
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
material->setShininess(osg::Material::FRONT_AND_BACK, 64.0f);

stateSet->setAttribute(material,osg::StateAttribute::ON | 
material,osg::StateAttribute::OVERRIDE);

currentFace->setStateSet(stateSet);

...
Add the primitives (triangles, strips, fans) below.
Each vertex has its own normal

currentFace->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);





Thank you!

Cheers,
Matthias
[/img]

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