Hi Sebastian,

you are replacing the original material with your own shader material.

replace this line:

mg->setMaterial(createSimpleShaderMaterial());

with something like this:

ChunkMaterialPtr mat = ChunkMaterialPtr::dcast(mg->getMaterial());

if(mat != NullFC)
{
     beginEditCP(mat);
         mat->addChunk(_shl);
     endEditCP(mat);
}

Andreas

> Hi there,
> 
> I'm using different glsl shader (phong, etc.) to create different 
> visualizations of my models in my scene.
> In my shaders I would like to use the original material properties resp. 
> textures that belong to the model and were loaded with the geometry from 
> file.
> 
> When I load the tie fighter model I would like to use the original 
> material colors in my shader.
> I tried to do so by using the built-in gl_FrontColor.diffuse in the 
> Vertex Shader and pass it through to the Fragment Shader.
> But the gl_FrontColor (diffuse/ambient/specular) is all the time 
> (0.0,0.0,0.0,0.0)/black, meaning that its not available.
> It seems that the OpenGL material isn't anymore valid for any reason 
> when I use a shader.
> 
> Afterwards I tried to use the textures of the model in my shader. In 
> Performer the corresponding texture of the currently rendered geometry 
> was bind to texture unit 0. Thus it was easy to use the textures in the 
> shader. It seams that OpenSG binds the textures to different textures 
> units. Because when I used texture unit 0 in my shader, the wrong 
> textures were visualized with wrong parts of my model.
> So my question is how to acces the textures in my shader, which were 
> loaded with the model? Because I don't know the exact texture units 
> OpenSG binds them to.
> 
> Perhaps I don't set up the shader corrctly and the OpenGL State isn't 
> anymore available.
> 
> I attached an example to show the problem.
> 
> thanks for any comment.
> 
> Sebastian Knödel


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