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Editorial Team
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Editorial Team
Asked: May 21, 20262026-05-21T14:27:28+00:00 2026-05-21T14:27:28+00:00

just a quick question. I have a quad in 3D OpenGL scene. I define

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just a quick question. I have a quad in 3D OpenGL scene. I define a normal to the plane counter clockwise. So that the normal points out one side of the plane. In the direction of my light source. The quad is light but on both sides.

Should it not only be light on one side of the quad? Or is it the fact that a primitive like a quad is finitely thin and thus looks light from both sides. So if i wanted to make a wall I would use two quads. One for each side of the wall.

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  1. Editorial Team
    Editorial Team
    2026-05-21T14:27:29+00:00Added an answer on May 21, 2026 at 2:27 pm

    The default OpenGL lighting behavior for two sided polygons is to calculate lighting for the front face and apply it to both sides.

    You can get around this by using a front and back polygon with seperate normals for each of your double sided polygons.

    Alternatively, you can enable GL_LIGHT_MODEL_TWO_SIDE for lighting calculations using glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE) . See the glLightModel reference for more information.

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