> Side issue here: It might be faster to do a simple "cloneTree" and insert
> MaterialGroup nodes above each material node   
> (geometry/materialgroup). However, if what you do now is fast  
> enoough, don't bother.

SwitchMaterial works really fine !

> You have to set up your own chunkmaterial for this, with chunks for   
> most of the
> things you want to control. I think ShadeModel can be set by using a
> PolygonChunk. I don't think you'll need much more than that and a   
> MaterialChunk
> (with lit=false,emission=your color, everything else=black) in a   
> chunkmaterial.

PolygonChunk with smooth=false and a MaterialChunk with Lit=false and  
diffuse=mycolor + emission=idem  is the magic combinaison !

> I'd still  recommend the
> ImageGrabForeground though, which handles this better & simpler.

You were right, the IDbuffer works really fine ! So fine that I ask  
Myself My don't adding it to OpenSG, in the (maybe rare) case of  
RayIntersection From the viewpoint, so as to overcome The  
IntersectAction slowness ? (I don't think it's too 'application  
dependant')

I still have a little bug in the rendering pass : I see the supposed  
offscreen rendered buffer when rendering it. Whereas, my rendering  
loop looks like this:

display{
   if(need_render_ID_buffer){
       render_it();
       need_render_ID_buffer=false;
   }
   window->render(renderaction);
   myopenglstuff->render_it();
   glutSwapBuffers();
}

How it is possible since I draw over the framebuffer before swapping ?

In all cases, thanks marcus for your help ! the GrabForeground  
solution works fine.

Raphaƫl D.



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