HI Sekender, The colour array is required when you have the glColorMaterial enabled, this is driven by osg::Material::setColorMode(), or when lighting is disabled. Have a read of OpenGL docs of the affect of materials, color material and colour arrays on geometries and OpenGL lighting.
As this has not fixed the issue then have a look to see if lighting is on, but no normals are attached, again you need normals if you are using lighting. Robert. On Sun, Nov 9, 2008 at 9:12 PM, Sukender <[EMAIL PROTECTED]> wrote: > 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. >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org