Thanks to Jan, Nop, and Alan, most of Blender+osgexport's series of required
steps, strange behaviors and pitfalls have some to light.  I hope i can do
the community a service by summarizing them on an educational web page when
the mysteries are finally settled.
 
Here are some remaining major limitations of the Blender->OSG process, which
seem insurmountable to me, but might in fact have known solutions to someone
with deeper Blender/OSG experience:

1.      Texture material colors:  OpenGL's regular "modulate" means that a
material consists of a texture and color.  Exporting from Blender only seems
to let you define one or the other.  This means, for example, you can't use
the same "brick" texture for both red bricks and yellow bricks.  More
signifiantly, it also means you can't control ambient shading of a textured
surface, because ambient is a component of the material color, so every
textured surface is fully illuminated all the time.

2.      Ambient material values:  In fact, you can't define the ambient
property of even non-textured materials, because Blender seems to lack an
'ambient' slider in its material dialog!  Exporting to .osg and loading into
OSG seems to produce OSG's default ambient (grey) on the unlit side of every
object.  It is exceeding weird to have objects which are green on the lit
side, and grey on the unlit side.  Even _black_ objects are grey on the
unlit side.

Can anyone <ahem> shed any light on these problems?

Thanks,
Ben

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