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/ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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