Hello Carsten,

setting diffuse & specular color to 0 and ambient/emission to what we like to 
see solved this issue. Thanks for your support.

Michael

-------- Original-Nachricht --------
> Datum: Sat, 12 Feb 2011 12:02:45 -0600
> Von: Carsten Neumann <carsten_neum...@gmx.net>
> An: opensg-users@lists.sourceforge.net
> Betreff: Re: [Opensg-users] MultipassMaterial and PolygonForeground

>       Hello Michael,
> 
> On 02/10/2011 02:07 AM, Michael Raab wrote:
> > MPM
> > - ChunkMaterial_1
> > -- MaterialChunk
> > --- Lit = True
> > --- ColorMaterial = GL_AMBIENT_AND_DIFFUSE
> > --- BackColorMaterial = GL_AMBIENT_AND_DIFFUSE
> > - ChunkMaterial_2
> > -- MaterialChunk
> > --- Diffuse (0.3;0.4;1.0)
> > --- Lit = False
> > --- ColorMaterial = GL_FALSE
> > --- BackColorMaterial = GL_FALSE
> > -- PolygonChunk
> > --- CullFaces GL_NONE
> > --- FrontMode GL_LINE
> > --- BackMode GL_LINE
> > -- LineChunk
> 
> i can reproduce that, but i'm afraid that's just the way OpenGL works:
> you turn off lighting in the second material chunk, but material 
> properties are only used for lighting calculation, so if you turn those 
> off, color information comes from the current color (which changes per 
> vertex since your geometry has a color property).
> 
>       Cheers,
>               Carsten
> 
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The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb
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