Hi,

I'm running into an issue that I think is related, but not exactly the same.

Prior to the 3.2 release, I could load an .stl file using the 
osgDB::readNodeFile(~) function, and it would come out looking like a diffuse 
white material. Presumably this was just a default setting somewhere in OSG or 
OpenGL, because the .stl file doesn't encode color or material properties.

In the latest release, the file gets loaded as a shiny golden color (attachment 
"A").

I tried applying setGlobalDefaults() to the Viewer's Camera, but this had no 
effect. I also tried applying setGlobalDefaults() to the node which gets 
generated from osgDB::readNodeFile(~), and this changed the golden color to a 
blackish color (attachment "B").

I found that I could crawl through the auto-generated node and parse out its 
geodes and geometries, then change their color array to whatever I want. I 
imagine I could do something similar with their materials to get rid of the 
shininess. However, this is a problem for two reasons: (1) It's annoying, and 
more importantly (2) If some color/material properties are loaded from the 
file, I don't want to overwrite them.

I'd really just like a way to get back the behavior prior to 3.2 where a loaded 
node would have some reasonable default rendering properties if the properties 
aren't provided by the file that's being loaded.

If anyone has suggestions for how I might be able to accomplish this in a 
robust way, I would greatly appreciate it! I suspect there's probably some 
stupidly simple thing I could do that I'm just not aware of because of my 
inexperience with OSG.

Thanks!

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61381#61381




Attachments: 
http://forum.openscenegraph.org//files/dark_robot_376.png
http://forum.openscenegraph.org//files/gold_robot_174.png


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