It's not erratic, it's pretty strongly correlated to the projection
matrix settings (determining the zoom level), camera distance and size
of the icon.
I looked at the icon model, from inspecting the .osg file (converted
from .ive with osgconv) it appears that the relevant state settings are:
GL_CULL_FACE ON
GL_LIGHTING ON
GL_NORMALIZE ON
Material {
DataVariance STATIC
ColorMode OFF
ambientColor 1 0 0 1
diffuseColor 1 0 0 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
}
From what I can tell from reading the OpenGL documentation and looking
at the OSG code, this means it should ignore any per-vertex colors and
just use the material settings, correct? Does it still need a color array?
The normals looks fine:
NormalBinding PER_VERTEX
NormalArray Vec3Array 6
{
0 0 1
0 0 1
0 0 1
0 0 1
0 0 1
0 0 1
}
The original .ive file was produced using OSGExp with 3D Studio Max 2008
(the plugin is still using OSG 1.2, though.) I don't have much
control over whether it outputs materials or per-vertex colors, unless I
go and noodle around with the nodes in code after loading them. I
suppose I could modify a file by hand to see if it makes a difference.
Another thing I noticed is that all the icons go black just before the
camera zooms far enough that the icons are too small to render --
although in that case, it isn't very noticeable because the icons are
already only a few pixels across on screen.
Also, I forgot to mention in my previous email but I'm using Open Scene
Graph 2.6.1.
Thanks,
- Peter
Robert Osfield wrote:
Hi Peter,
Irratic changes of lighting + colour of objects in the scene as your
move the camera is typically due missing normals or colour arrays on
the geometry in the scene that is behaving oddly, as these missing
arrays will mean that their settings will be inherited from geometries
that just happen to be rendered before them. Have a look at the
problem geometry to see if that it have any normal or colour arrays,
and if they don't add them in.
Robert.
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