LIGHTING ON: xxx->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
LIGHTING OFF: xxx->getOrCreateStateSet()->setMode(GL_LIGHTING,osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE); 04.08.08, 16:18, "Robert Osfield" <[EMAIL PROTECTED]>: > Hi Sam, > On Mon, Aug 4, 2008 at 10:56 AM, Sam <[EMAIL PROTECTED]> wrote: > > I hope there will be a name now, otherwise call me Sam :) > Yep, name came through thanks. Named posts help keep an informal and > friendly atmosphere on the list ;-) > > The funny thing is that disabling light worked before on other models, while > > assigning emission color, the objects have color, no matter if lighting is > > on or off (actually it is not full white, but I am on it) > The OpenGL material/lighting behaviour can be a bit perplexing, I'd > recommend reading well up on OpenGL materials and lighting. > > The other problem was solved by using the StatsVisitor (which I wanted to > > avoid). Traversing nodes clearing states and setting color arrays to 0 > > helped. > If you disable he glColorMaterial contribution off then the vertex > colour arrays won't have any effect, in the OSG you can do this via: > material->setColorMode(osg::Material::OFF); > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Яндекс.Открытки. Дорого внимание http://cards.yandex.ru/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

