Hi Carsten, Hi Dirk,

I was far away from thinking about GL_NORMALIZE issues. I just found the 
problem. As I create a new GL context whenever I change the pixel format of our 
main window, I need to re-set that kind of information, too.
So calling reinitializeAllGLObjects() was not the whole story ;-)

If you may fix the coloring issue, I would be more than happy and my problems 
with this should be done...

Thanks,
Michael

-------- Original-Nachricht --------
> Datum: Tue, 31 Jan 2012 10:08:32 -0600
> Von: Dirk Reiners <dirk.rein...@gmail.com>
> An: Carsten Neumann <carsten_neum...@gmx.net>
> CC: opensg-users@lists.sourceforge.net
> Betreff: Re: [Opensg-users] OpenSG1.8 - Material Error

> 
>       Hi Carsten,
> 
> On 01/30/2012 06:52 PM, Carsten Neumann wrote:
> >
> > thanks for the analysis. There is definitely something wrong with these
> lines
> > (at the very least activate() and changeFrom() should behave the same
> way ;) ).
> > I'd say if ColorMaterial != GL_NONE the expectation is that the geometry
> has
> > vertex colors to be used in lighting calculations (the whole point of
> > glColorMaterial()), so the tests actually look backwards to me.
> >
> > Dirk: do you remember what the desired behavior here should be? To me it
> seems
> > sensible to use the diffuse color as current color (on geometry with
> vertex
> > colors those take precedence anyway) if ColorMaterial is GL_NONE.
> 
> I would agree. But I do remember going back and forth on this part, and
> there 
> some situations that were problematic, I just don't remember exactly what
> they were.
> 
> For now I would do your change.
> 
> > Hmm, the only transforms that cause funny effects i can think of are
> ones that
> > contain negative scale (possibly only on one axis, to go from left to
> > right-handed coordinate systems). Is that (or something equally
> "unusual") the
> > case here?
> > The OpenGL traces you sent are very similar, the only difference is that
> in the
> > broken case three display lists (ids 3,4,44) are called while in the
> working
> > case just one (id 45).
> 
> On 01/31/2012 05:06 AM, Michael Raab wrote:
>  >
>  > Ok, I think I may got the reason but I do not understand it. It seems
> to be 
> the scale factor at the transformation core above the 3 geometries. The
> factor 
> is (0.001, 0.001, 0.001). If I multiply that factor directly onto the
> vertices 
> the rendering becomes correctly shaded. If I simply set this factor to
> (1.0, 
> 1.0, 1.0) the geometry is shaded correctly as well but unfortunately way
> to 
> large.. ;-)
>  > I would guess that this transformation is quite usual soI do not
> understand 
> why this may cause problems...
>  > I'll send you the geometry that causes that problems off the list.
> 
> Scales are always a problem with lighting, that's what GL_NORMALIZE is
> for. 
> Normally that is always enabled in OpenSG (inside OSG::Window::setupGL,
> usually 
> called from xxxWindow::init). I don't know how you setup your window,
> maybe you 
> can check the OpenGL log to make sure glEnable(GL_NORMALIZE) is called.
> 
> Yours
> 
>       Dirk
> 
> -- 
> Dirk Reiners                                           
> m...@dirkreiners.com
> 
> "God must really love stupid people. Why else would he make so many of
> them?"
>                                                           Walter
> Rothschild
> 
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