There are a couple different scenarios.

If a surface is composed of triangles that all have a normal consistent
with the winding order, but some of the triangles are facing the wrong way,
then two-sided lighting will address the issue. That's why I asked the OP
if he had tried this.

If your surface has normals that are not consistent with vertex winding
order, then you might be able to fix this in a shader by flipping the
normal only when the dot product is negative, but I've never tried this.
I've always just called it a modeling bug. :-)


On Thu, Mar 14, 2013 at 12:27 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC <shayne.tuel...@hill.af.mil> wrote:

> If you enable two-sided lighting, the driver flips the lighting normals
> so that the back side of the polygon is lit correctly. There should be
> no need to do this in a shader (with OGL that supports fixed
> functionality...).
>
> -----Original Message-----
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
> Christian Buchner
> Sent: Thursday, March 14, 2013 10:46 AM
> To: OpenSceneGraph Users
> Subject: Re: [osg-users] [forum] Rendering backface like front face
>
>
> The front and back material properties were set to same values, it's
> just that when doing the calculations for the back side, the normal
> vector is not pointing towards the light source but away from it.
>
> I only looked at this issue briefly, and concluded that it would take
> some GLSL to fix it.
>
> Christian
>
>
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
Paul Martz
Skew Matrix Software LLC
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