On 03.03.2007 00:17, Sebastien Marchal wrote:
> - After some googling, I did not find much input on a'classical method 
> to hilite an object'.
>   Is there a well known 'hilite' technics that does not impose the usage 
> of a texture channel that
>   might already be in use by the model ?

"Classical" ways are multiplying the diffuse texture with some color or
adding a color on top of that.

>  
> - Is there already some simpler (ie, already coded ;-) solution to 
> hitlite a mesh somewhere in
>   Crystal or CEL that I might have missed ? (I am using release 1.0.0 of 
> CS/CEL)
>   (specifically because the code I have works on genmesh, not on things).

CC does highlighting by manipulating the ambient color for a mesh (which
is a shader variable). Unfortunately this (currently) does not work with
std_lighting as the ambient is expected to be already present in the
vertex colors delivered by the mesh if that is per-vertex lit (such as
genmeshes).
You could, however, try to write a relatively simple shader for your
figures that simply multiplies the color from the texture with the
per-vertex color (ie apply lighting) and adds a color (from an SV) on
top of that (your highlighting).

-f.r.

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