The color of the walls could be texture coordinates as you says, it sounds 
convincing. But, anyway, I tried adding some normals for testing with following 
code but it is still not working:


Code:

osg::Vec3Array *normalArray = new osg::Vec3Array();
normalArray->push_back(osg::Vec3(0.0f,0.0f, 1.0f));
triGeometry1->setNormalArray(normalArray);
triGeometry1->setNormalBinding(osg::Geometry::BIND_OVERALL);

....

osg::Vec3Array *normalArray = new osg::Vec3Array();
normalArray->push_back(osg::Vec3(0.0f,0.0f, 1.0f));
triGeometry2->setNormalArray(normalArray);
triGeometry2->setNormalBinding(osg::Geometry::BIND_OVERALL);





In other hand, I am wondering if I am wrong in the rendering model that I am 
trying: is it possible for OSG to render a geometry with shaders (e.g.: cow) 
and another geometry without any shader (e.g.:walls) in the same scene?

Or, otherwise I have to render everything with shaders?

Best wishes

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60784#60784





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