Regarding your subject line (FBX plugin sets material diffuse color alpha to
0), the plugin sets the alpha to whatever was in your model. See
FbxMaterialToOsgStateSet::convert.

If you want to override the material in any model (FBX or otherwise), try
setAttributeAndModes(material,osg::StateAttribute::OVERRIDE)


On 17 February 2011 10:42, Aitor Ardanza <[email protected]> wrote:

> Hi,
>
> Is it possible to assign a material to a node loaded from fbx plugin?
> I try to do the following, but without results ...
>
>
> Code:
> osg::Group* node =
> dynamic_cast<osg::Group*>(osgDB::readNodeFile("fresadora.fbx"));
> osg::Material *material = new osg::Material();
>                material->setDiffuse(osg::Material::FRONT_AND_BACK,
>  diffuse);
>                material->setSpecular(osg::Material::FRONT_AND_BACK,
> specular);
>                material->setAmbient(osg::Material::FRONT_AND_BACK,
>  ambient);
>                material->setEmission(osg::Material::FRONT_AND_BACK,
> emission);
>                material->setShininess(osg::Material::FRONT_AND_BACK,
> shininess);
> node
> ->getOrCreateStateSet()->setAttributeAndModes(material,osg::StateAttribute::ON);
>
>
>
>
> Thank you!
>
> Cheers,
> Aitor
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=36764#36764
>
>
>
>
>
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>
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