This may be a naive comment but couldn't you leverage something similar to
glColorMaterial() to accomplish the task? 

Just a thought...

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
Jean-Sébastien Guay
Sent: Wednesday, February 04, 2009 3:43 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] About OpenGL materials

Hi Gordon,

(sorry, sent before I had finished typing...)

> No Lighting = No Material 

Hmmm, and any way to make it so that lighting has no effect (even though 
it's on) for a given object? I thought about putting a 1x1 texture with 
in GL_DECAL mode, but then I would need a texture for each color I want 
in my models (since it would even override the material color) right?

What I'm getting at is I'm very flexible as to how I get the color onto 
my model, as long as it isn't through the vertex colors since that 
overrides the scribe/outline effect's color.

> You probably could do this with in a shader but you would have to
replicate the full fixed pipeline calculation of lighting,materials,
textures , fogs etc ( which you have to do anyway  )

I already have shaders for most of the fixed pipeline (what I need) but 
these can be disabled by the user, and whatever I'm trying to display 
would need to look the same both with shaders on and off... So I need a 
solution that works for the fixed pipeline too.

I'll try to think about another way...

J-S
-- 
______________________________________________________
Jean-Sebastien Guay    [email protected]
                                http://www.cm-labs.com/
                         http://whitestar02.webhop.org/
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