Hello Ted,

I finally got the time to compile your sample. As it turns out you have to set 
the Lit property to true...

Looking in the source code of OSGMaterialChunk reveals what is actually 
happening:

void MaterialChunk::activate(DrawEnv *, UInt32)
{ ...
    glColor4fv(_sfDiffuse.getValue().getValuesRGBA());

    if(getLit())
    {
        glMaterialfv(target, GL_DIFFUSE,
                      _sfDiffuse.getValue().getValuesRGBA());
        glMaterialfv(target, GL_AMBIENT,
                      _sfAmbient.getValue().getValuesRGBA());
        glMaterialfv(target, GL_SPECULAR,
                      _sfSpecular.getValue().getValuesRGBA());
        glMaterialfv(target, GL_EMISSION,
                      _sfEmission.getValue().getValuesRGBA());
        glMaterialf (target, GL_SHININESS, _sfShininess.getValue());

        if(getBackMaterial())
        {
            glMaterialfv(GL_BACK, GL_DIFFUSE,
                          _sfBackDiffuse.getValue().getValuesRGBA());
            glMaterialfv(GL_BACK, GL_AMBIENT,
                          _sfBackAmbient.getValue().getValuesRGBA());
            glMaterialfv(GL_BACK, GL_SPECULAR,
                          _sfBackSpecular.getValue().getValuesRGBA());
            glMaterialfv(GL_BACK, GL_EMISSION,
                          _sfBackEmission.getValue().getValuesRGBA());
            glMaterialf (GL_BACK, GL_SHININESS, _sfBackShininess.getValue());
        }
        
        glEnable(GL_LIGHTING);
    }
    else
    {
        glDisable(GL_LIGHTING);
    }
    ...

Only with getLit() == true you get lighting calculations into action...

Best,
Johannes


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