Hi Robert and Jean-Sébastien,
Thanks for your ideas. My model is an .osg so I know there is a normal array
and no texturing, and I manually replaced OPAQUE/DEFAULT.
You both said that I need a colour array with at least one overall colour.
Well, can you tell me why I need a colour array? I don't know why "the color
array from some other drawables will bleed into any other drawable which does
not have a color array". Maybe an openGL consideration I'm not aware of...
Anyway, there is a Material in my object (as posted before), but no colour
array. So I added:
ColorArray 1 {
1.0 1.0 1.0 1.0
}
ColorBinding BIND_OVERALL
in each Geometry in the .osg, just as you both suggested, but it has no effect.
That's *really really* strange... As maybe noone has enough time for such a
problem, I think I'm going to drop it and create a workaround by tweaking the
Blender exporter. If I'm wrong (= someone has enough time), just tell me so
that I send the code.
Thank you very much for your help.
--
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Fri, 07 Nov 2008 10:51:19 +0100, Robert Osfield <[EMAIL PROTECTED]> a écrit:
> On Fri, Nov 7, 2008 at 12:14 AM, Sukender <[EMAIL PROTECTED]> wrote:
>> Hi again Robert,
>>
>> I confirm that the strange behavior still exist while compiling against the
>> rev 9119 (branch osgWidget-dev).
>
> I don't have any further suggests beyond my earlier suggestion that
> some vertex data such as normals, texcoord or colour arrays aren't
> assigned to geometries that they should be. Write you model out to
> .osg and have a look through them. If you have lighting on then
> you'll need a normal array, if you are use default osg::Material
> you'll need at a colour array with at least one overall colour, if you
> are doing texturing then you'll need texture coords.
>
> Robert.
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