Hello Carsten
thank you very much for the quick reply, I tried it, it is exactly as you
explained, I will have to use a shader.
colChunk = MaterialChunk::create();
colChunk->setColorMaterial(GL_NONE);
colChunk->setBackColorMaterial(GL_NONE);
Best regards,
Victor
On Fri, Jan 15, 2016 at 5:18 PM, Carsten Neumann <
carsten.p.neum...@gmail.com> wrote:
> Hello Victor,
>
> On 01/15/2016 08:27 AM, Victor Haefner wrote:
> > Can I disable/ignore the vertex colors through a material option?
> > If not I think the only way is my own shader, or does anybody have
> > another idea?
>
> whether the fixed function pipeline uses vertex colors for lighting
> calculations is controlled by glColorMaterial and
> glEnable(GL_COLOR_MATERIAL).
> You can use a MaterialChunk with sfColorMaterial and sfBackColorMaterial
> set to GL_NONE. That will make OpenGL use only the colors in the
> material for lighting.
> In case you are not using lighting (i.e. glDisable(GL_LIGHTING)) the
> fixed function pipeline will use the vertex colors and I don't think we
> have a way to _not_ pass vertex attributes that are attached to a
> geometry to the GL - so a shader would probably your best (only?) option
> in that case.
>
> Cheers,
> Carsten
>
>
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