I guess I've had this trouble for a long time, it's just now getting
annoying enough to force me to ask about it.
When I create IndexedGeometryArray's with per-vertex coloring and try to use
a Material in the Appearance node, the lighting/coloring gets all screwed
up. The coloring is fine if I don't use a Material, but there is no shading.
If I add a Material, I get shading and specular highlights, but it acts
weird depending on the viewing angle. The Material object requires color
settings which seem to conflict with the coloring by vertex
Material(Color3f ambientColor, Color3f emissiveColor, Color3f
diffuseColor, Color3f specularColor, float shininess)
It sorta makes sense that the renderer would get confused trying to
determine which color to use, but I can find no other way to get my Geometry
shaded.
What I want is a shaded & highlighted object with color by vertex.
I'm using the GeometryInfo object to create the geometry from coordinates,
and a color array. I have a NormalGenerator included, all of which seem to
work fine.
I've got several programs with the same problem. In fact, every time I try
to use color-by-vertex, I run into the same thing.
I'm hoping this all makes sense, and that someone knows how to fix it.
Thanks in advance
Donald Casteel
Textron Automotive Company -- Athens Operations
100 Textron Way
Athens, TN 37303
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