It's very simple.

this class was introduced after 1.6, that's why you dont find docs.

Anyway:

1) create node and assign core geo
2) on core geo assign the SwitchMaterial

3) on SwitchMaterial assign the two materials
beginEditCP(_swMaterial, SwitchMaterial::MaterialsFieldMask);
                _swMaterial->addMaterial(mat0);
                _swMaterial->addMaterial(mat1);
endEditCP(_swMaterial, SwitchMaterial::MaterialsFieldMask);

4) Choose material to render with:
beginEditCP(_swMaterial, SwitchMaterial::ChoiceFieldMask);
                _swMaterial->setChoice(SwitchChoice);
endEditCP(_swMaterial, SwitchMaterial::ChoiceFieldMask);

Josef

On Fri, Mar 7, 2008 at 3:00 PM, Sajjadul Islam <[EMAIL PROTECTED]> wrote:
> Hello Josef,
>
> Did you mean to use SwitchMaterial as a core instead of the SwitchPtr ?
>
>
> Let me elaborate again how did i do that of course with Björn's help.
>
>
> 1. read the utah teapot using the scene file handler. and assigned that to
> the NodePtr
>
> 2. Created another NodePtr and pointer to  the same geometry that read at
> step 1.
>
> 3. Created 2 material group and assigned 2 different shader materials to
> each of them.
>     Then created 2 NodePtr to hold above 2 material group. Again assigned
> each of
>      the tea_pot NodePtr to each of the NodePtr that hold the
> MaterialGroupPtr as child.
>
>
> 4.created a switch nodeptr and assigned a switch core to that.
>
> 5. assigned the 2 NodePtr created at step 3 as children to switch NodePtr
> created at step 4.
>
>
> 6. Finally rendering the scene making the switch node ptr as root.
>
>
>
> If i use SwitchMaterial where should it fit in?
>
> I did not find any doc regarding that, so hint would be a great help i
> believe.
>
>
> And please let me know if my explanation is confusing at any point.
>
> Thanks
>
>
> Sajjad
>
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>



-- 
Josef Grunig

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