Sounds like you want something like: osg::ref_ptr<osg::LightModel> lightModel = new osg::LightModel; lightModel->setTwoSided(true); myTwoSidedGeode->getOrCreateStateSet()->setAttribuiteAndModes(lightModel.get ()*);* ** Might not be the exact syntax but pretty close.
On 8/28/07, Michele Bosi <[EMAIL PROTECTED]> wrote: > > Hello, > I've a relatively easy task to accomplish, that is to render a mesh both > from inside and outside. > To do this i put the mesh under two different Geodes, in one i set the > front face to "clock wise" on the other I set the front face to "counter > clock wise" turning on the backface culling (or putting the object into a > single Geode turning off the backface culling). The problem is that in one > case (when I render the "interior" of the mesh) the polygons are not lit > since the normals are (of course) not flipped, that is they remain oriented > "outward". > My question is: how can I flip the normals? should I create two distinct > meshes, one with the original normals and the other with inverted normals > (modifying manually the normal buffers, and doubling the memory usage) or > there is a more elegant way to do that, for example a node/state like > GL_PLEASE_FLIP_MY_NORMALS that can take care of this task automatically? > Cheers, > Mike > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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