[osg-users] Flipping the normals

2007-08-28 Thread Michele Bosi
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

Re: [osg-users] Flipping the normals

2007-08-28 Thread Mike Wittman
-users] Flipping the normals 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

Re: [osg-users] Flipping the normals

2007-08-28 Thread Gerrick Bivins
Sounds like you want something like: osg::ref_ptrosg::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

Re: [osg-users] Flipping the normals

2007-08-28 Thread Michele Bosi
Thanks very much guys, osg::LightModel/GL_LIGHT_MODEL_TWO_SIDE seems exactly what I needed. Thankyou, Mike ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Re: [osg-users] Flipping the normals

2007-08-28 Thread Paul Martz
Thanks very much guys, osg::LightModel/GL_LIGHT_MODEL_TWO_SIDE seems exactly what I needed. Thankyou, Mike In case it's not obvious, with two-sided lighting you do not need to re-parent your mesh to two Geodes with different face culling. You should be able to use a single Geode, face

Re: [osg-users] Flipping the normals

2007-08-28 Thread Michele Bosi
Thanks Paul, just wanted o add that I am very glad that when it comes to render states OSG remains so close to OpenGL and doesn't abstract too much from it, as this case proves, this lets users to reuse their prior knowledge of OpenGL and makes the library really flexible, long life to OSG! :)