<div dir="ltr">Hi Ale,<br><div class="gmail_extra"><br><div class="gmail_quote">On 13 September 2017 at 16:51, Ale Maro <span dir="ltr"><<a href="mailto:sasha71@teletu.it" target="_blank">sasha71@teletu.it</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I use this scene graph structure to set some standard rendering features to scene objects... so it is not easy to change it for me.<br>
Anyway I tried to export the scene in osg format and change manually all groups that can give problems (clipnode, outline, shadow) to simple "Group".<br>
After loading the modified file with osgviewer the result is the same the object is black.<br>
I see now that moving the object (so light intersect the object with a different angle) the object is still dark but I can see the interior material (instead of exterior one)<br>
<br>
So I guess if the solution is to reverse vertices, normals and primitive set or do you expect it works just using transformations?<br></blockquote><div><br></div></div><div class="gmail_quote">I can only speculate on what the problem you are having is, it's really open ended as you've put together some many different effects. You can see things first hand and are best place to work this out. It could be lighting, it could be back face culling, it could be an interaction with the depth texture or shaders.</div><div class="gmail_quote"><br></div><div class="gmail_quote">With convoluted combinations like these I generally find it's best to take a big step back and try to work out what effects you are trying to achieve and then work out what technique is most appropriate rather than try to fix and convoluted and possibly misguided approach.</div><div class="gmail_quote"><br></div><div class="gmail_quote">I expect the best solution for your applicaton is not to combine ClipNode/osgShadow and osgFX all together, but to come up with your own custom shader and multipass approach. This might require a bit more intial understanding of shaders and rendering techniques but will provide much greater flexibility, performance and maintainability long term.<br></div><div class="gmail_quote"><br></div><div class="gmail_quote">Robert.<br></div><div class="gmail_quote"><br></div></div></div>