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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