I'm still seeing the Material colors being used. I can only imaging that you *don't* get the Material colors because you have somehow turned off lighting. To make sure lighting is enabled, on your top-level group (or camera), do this: getOrCreateStateSet()->setMode( GL_LIGHTING, osg::StateAttribute::ON|osg::StateAttribute::PROTECTED);

I have no idea why you are seeing your TRIANGLE_FANs rendering in the same color as the QUAD.
   -Paul


On 10/11/2011 12:09 PM, Dan West wrote:
Hi Paul,

   I changed my camera to a group, but I'm still seeing both geometries as 
green. Here's my modified .osg file (i had to remove some of the texture 
binding and projection stuff for it to behave like a normal group).


Code:
Group {
   UniqueID Camera_0
   nodeMask 0xffffffff
   cullingActive FALSE
   referenceFrame ABSOLUTE
   num_children 3
   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
         }
       }
     }
   }
   MatrixTransform {
     nodeMask 0xffffffff
     cullingActive TRUE
     referenceFrame RELATIVE
     Matrix {
       1 0 0 0
       0 1 0 0
       0 0 1 0
       30.6717 0.81368 163.731 1
     }
     num_children 1
     Geode {
       UniqueID Geode_14
       DataVariance DYNAMIC
       nodeMask 0xffffffff
       cullingActive TRUE
       num_drawables 1
       Geometry {
         UniqueID Geometry_15
         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_16 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_17 Vec3Array 1
         {
           0 0 1
         }
         ColorBinding OVERALL
         ColorArray UniqueID Vec4Array_18 Vec4Array 1
         {
           1 0 0 1
         }
       }
     }
   }
}




I don't think I'd mentioned it, but this is with OSG 2.8.2, not sure if that 
makes a difference.

~ Dan

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43330#43330





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--
  -Paul Martz      Skew Matrix Software
                   http://www.skew-matrix.com/

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