Hi Adrien,
here i'm posting you the full node.. hope this can helps:
NodePtr Effects::makeScene() {
SHLChunkPtr inkSHL = SHLChunk::create();
beginEditCP(inkSHL);
inkSHL->setVertexProgram("void main(void) {gl_Position =
gl_ModelViewProjectionMatrix * (gl_Vertex + vec4(0.05 * gl_Normal, 0.0
));}");
inkSHL->setFragmentProgram("void main(void){gl_FragColor =
vec4(0,0,0,1);}");
endEditCP(inkSHL);
PolygonChunkPtr backfaceCullingChunk = PolygonChunk::create();
beginEditCP(backfaceCullingChunk);
backfaceCullingChunk->setCullFace(GL_FRONT);
endEditCP(backfaceCullingChunk);
ChunkMaterialPtr inkMT = ChunkMaterial::create();
beginEditCP(inkMT);
inkMT->addChunk(inkSHL);
inkMT->addChunk(backfaceCullingChunk);
endEditCP(inkMT);
SimpleMaterialPtr modelMT = SimpleMaterial::create();
beginEditCP(modelMT);
modelMT->setDiffuse(Color3f(1,0,0));
endEditCP(modelMT);
MultiPassMaterialPtr mp = MultiPassMaterial::create();
beginEditCP(mp);
mp->addMaterial(inkMT);
mp->addMaterial(modelMT);
endEditCP(mp);
MaterialGroupPtr mg = MaterialGroup::create();
beginEditCP(mg);
mg->setMaterial(mp);
endEditCP(mg);
NodePtr n = Node::create();
beginEditCP(n);
n->setCore(mg);
n->addChild(SceneFileHandler::the().read( "dinopet.3ds" ));
endEditCP(n);
return n;
}
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