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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

