Thank you very much, that should solve my problem. This way I need to duplicate just osg::Geometry objects, but they still share
VertexArrays, NormalsArrays, etc. via ref_ptr. So I'm also sure that they are destroyed only when the last geometry is destroyed. Thank you Gianluca Natale _____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Tuesday, December 18, 2007 3:34 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] changing colors of a geode The best way to do this in OSG is to create two Geometry objects. Make them both share the same VertexArrays, NormalArray, TexCoordArray (if you're texture mapping), and PrimitiveSets. Then give each of them different color arrays and specify a color binding of BIND_OVERALL. Primary color, normal, texcoord, edge flag, etc., are not StateAttributes in OSG. -Paul _____ From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gianluca Natale Sent: Tuesday, December 18, 2007 7:20 AM To: Osg Users Subject: [osg-users] changing colors of a geode Hi all, I'm new to OSG. I cannot find a way to change the primary color of OpenGL in order to draw the same object twice in two different places with two different colors. I mean that in OpenGL I can do that in this way: glColor3fv(color1); // set model view matrix // draw object A glColor3fv(color2); //set model view matrix //draw object A Instead in OSG I should create two geodes with the same geometry, but different color, in order to do that. I tried to search a way to change the color in the osg::MatrixTransform, without finding it. Actually I don't want to duplicate the geometry data just to change a color! Furthermore, changing the primary color in an osg::Node would be really useful to quickly change the behavior of lit objects. I mean that in OpenGL I can set material properties by: glColorMaterial(...); and then change the behaviour just changing the primary color, before drawing the objects. I hope someone can help me. Thanks in advance, Gianluca Natale.
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