Hi
I was able to find a workaround to this problem by adding an overall white
colour to the textured quad
Code:
osg::ref_ptr<osg::Vec4Array> colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); // needs to be white!
geom->setColorArray(colors.get());
geom->setColorBinding(osg::Geometry::BIND_OVERALL);
This made the quad a bit brighter, and fixed an issue of affecting its texture
by another geometry's colour. But I still don't understand, if it is a
workaround or a proper solution to the problem I had.
Thank you,
Eldar
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46438#46438
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