I'm not sure if this is correct, but it seems that my text was picking
up a material setting from some parent node. It was rendering the text
with the diffuse color from the material.
I ended up turning GL_LIGHTING off for my osgText::Text node and now
the text is being rendered with the color I was expecting.
One question, is the GL_LIGHTING bit the correct setting to turn off,
or is there a more correct way to turn of material usage for a drawable?
Thanks,
cory
Cory Riddell wrote:
1. Fixed the typo in the subject. (now -> not)
2. I discovered that if I remove the material setting at the geode
level, the material set in my osgText::Text instance takes effect.
I'm still confused.
Cory
Cory Riddell wrote:
Can somebody please take a look at the attached osg file. If you open it
with osgviewer, you will see the alphabet rendered at the bottom of the
screen (might be small) in white. I'm trying to figure out why the text
isn't black. I've set a material on my osgText::Text instance but it
seems to be ignored.
To find the text drawable, search for "ABCDEF". The material looks like:
Material {
UniqueID Material_106
ColorMode AMBIENT
ambientColor 0.2 0.2 0.2 1
diffuseColor FRONT 0 0 0 1
diffuseColor BACK 0.8 0.8 0.8 1
specularColor FRONT 1 1 1 1
specularColor BACK 0 0 0 1
emissionColor 0 0 0 1
shininess FRONT 120
shininess BACK 0
}
Thanks.
Cory
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