OK, I was misunderstanding how the setColorMode method worked. I changed that
to setColorMode( osg::Material::OFF ), but the first geometry is still using
the color from the color array (green), and the second geometry is using that
same color.
Here's my updated scenegraph in case it helps:
Code:
Camera {
UniqueID Camera_0
nodeMask 0xffffffff
cullingActive FALSE
StateSet {
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
Viewport {
UniqueID Viewport_1
x 0
y 0
width 2046
height 2048
}
textureUnit 0 {
}
textureUnit 1 {
}
textureUnit 2 {
}
textureUnit 3 {
GL_TEXTURE_GEN_S OVERRIDE|OFF
GL_TEXTURE_GEN_T OVERRIDE|OFF
GL_TEXTURE_GEN_R OVERRIDE|OFF
GL_TEXTURE_GEN_Q OVERRIDE|OFF
TexGen {
mode OBJECT_LINEAR
plane_s 1 0 0 0
plane_t 0 1 0 0
plane_r 0 0 1 0
plane_q 0 0 0 1
}
}
}
referenceFrame ABSOLUTE
clearColor 0 0.4 0 1
clearMask 0x100
Use Viewport_1
transformOrder PRE_MULTIPLY
ProjectionMatrix {
0.000977517 0 0 0
0 0.000976563 0 0
0 0 -0.002002 0
-0 -0 -1.002 1
}
ViewMatrix {
1 0 -0 0
-0 1 -0 0
0 0 1 0
0 0 -500 1
}
renderOrder PRE_RENDER
renderTargetImplementation FRAME_BUFFER_OBJECT
renderTargetFallback PIXEL_BUFFER_RTT
drawBuffer 0
readBuffer 0
bufferComponent COLOR_BUFFER {
internalFormat 0
Texture2D {
UniqueID Texture2D_2
DataVariance DYNAMIC
wrap_s CLAMP
wrap_t CLAMP
wrap_r CLAMP
min_filter LINEAR
mag_filter LINEAR
maxAnisotropy 1
borderColor 0 0 0 0
borderWidth 0
useHardwareMipMapGeneration TRUE
unRefImageDataAfterApply FALSE
internalFormatMode USE_USER_DEFINED_FORMAT
internalFormat GL_RGBA
resizeNonPowerOfTwo TRUE
}
level 0
face 0
mipMapGeneration FALSE
}
num_children 2
MatrixTransform {
UniqueID MatrixTransform_3
nodeMask 0xffffffff
cullingActive TRUE
referenceFrame RELATIVE
Matrix {
20.46 0 0 0
0 20.48 0 0
0 0 1 0
0 0 0 1
}
num_children 1
Geode {
UniqueID Geode_4
DataVariance DYNAMIC
nodeMask 0xffffffff
cullingActive TRUE
num_drawables 1
Geometry {
UniqueID Geometry_5
DataVariance DYNAMIC
StateSet {
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
Material {
ColorMode OFF
ambientColor 1 1 0 1
diffuseColor 1 1 0 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
}
}
useDisplayList TRUE
useVertexBufferObjects FALSE
PrimitiveSets 1
{
DrawArrays QUADS 0 4
}
VertexArray UniqueID Vec3Array_6 Vec3Array 4
{
0.5 0.5 0
-0.5 0.5 0
-0.5 -0.5 0
0.5 -0.5 0
}
NormalBinding OVERALL
NormalArray UniqueID Vec3Array_7 Vec3Array 1
{
0 0 1
}
ColorBinding OVERALL
ColorArray UniqueID Vec4Array_8 Vec4Array 1
{
0 1 0 1
}
}
}
}
MatrixTransform {
nodeMask 0xffffffff
cullingActive TRUE
referenceFrame RELATIVE
Matrix {
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
}
num_children 1
Geode {
UniqueID Geode_9
DataVariance DYNAMIC
nodeMask 0xffffffff
cullingActive TRUE
num_drawables 1
Geometry {
UniqueID Geometry_10
DataVariance DYNAMIC
StateSet {
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
Material {
ColorMode OFF
ambientColor 1 0 1 1
diffuseColor 1 0 1 1
specularColor 0 0 0 1
emissionColor 0 0 0 1
shininess 0
}
}
useDisplayList TRUE
useVertexBufferObjects FALSE
PrimitiveSets 1
{
DrawArrays TRIANGLE_FAN 0 18
}
VertexArray UniqueID Vec3Array_11 Vec3Array 18
{
0 0 0
1 0 0
0.92388 0.382683 0
0.707107 0.707107 0
0.382683 0.92388 0
6.12323e-017 1 0
-0.382683 0.92388 0
-0.707107 0.707107 0
-0.92388 0.382683 0
-1 1.22465e-016 0
-0.92388 -0.382683 0
-0.707107 -0.707107 0
-0.382683 -0.92388 0
-1.83697e-016 -1 0
0.382683 -0.92388 0
0.707107 -0.707107 0
0.92388 -0.382683 0
1 0 0
}
NormalBinding OVERALL
NormalArray UniqueID Vec3Array_12 Vec3Array 1
{
0 0 1
}
ColorBinding OVERALL
ColorArray UniqueID Vec4Array_13 Vec4Array 1
{
1 0 0 1
}
}
}
}
}
Thanks,
Dan
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43327#43327
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