Path: utzoo!utgpu!news-server.csri.toronto.edu!rutgers!ucsd!pacbell.com!ames!sgi!shinobu!odin!horus.esd.sgi.com!thant From: thant@horus.esd.sgi.com (Thant Tessman) Newsgroups: comp.sys.sgi Subject: Re: lmcolor and lighting a surface with a scalar field Message-ID: <10853@odin.corp.sgi.com> Date: 25 Jul 90 16:11:42 GMT References: <2042@sparko.gwu.edu> Sender: news@odin.corp.sgi.com Reply-To: thant@horus.esd.sgi.com (Thant Tessman) Distribution: usa Organization: Silicon Graphics Inc. Lines: 22 In article <2042@sparko.gwu.edu>, favre@seas.gwu.edu (Jean M. Favre) writes: > The problem is that BOTH sides of the surface are shaded because the material > properties are modified. > > What I want is the side facing away from the normals to be shaded with a > uniform gray color so that I can easily distinguish the inside and outside > of the surface. You can use backface(TRUE) if you are careful about the order you specify the vertices. Turn on backface, and draw the lit object with the vertices defined counter-clockwise. Only polygons facing the eye will be drawn. Then turn off lighting and specify a grey color and draw a version of the object with the vertices clockwise to draw only the polygons facing away from the eye. On the VGX you can specify two sided polygons using lmdef and lmbind. thant