Hi Antoine,

I'm afraid I'm as confused as you as what your after.  Perhaps if your
changes arn't being seen could it be simply that you geometry has
display lists turned on, and you aren't doing a
drawable->dirtyDisplayList();

On 11/8/06, Antoine Rennuit <[EMAIL PROTECTED]> wrote:
Hi Robert,

What I understood from your mail, is if I want to have one color for a
standard mode and one color for a selected mode, I have to put 2 colors in
the colorArray - the standard one being set by default thanks to one call to
setColorIndices and BIND_OVERALL. And when I want to change the color I need
to change the indice previously set by setColorIndices to the one
corresponding to the new color. I don't manage to change this indice, I can
reach the colorIndices array with
<geode>->getDrawable(0)->asGeometry()->getColorIndices(), but how to access
the records in the array?
I am sorry to ask for a question which even seems stupid to me, but there we
are, I am stuck...

Thanks,

Antoine.


-----Message d'origine-----
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Robert Osfield
Envoyé: mercredi 8 novembre 2006 11:47
À: osg users
Objet: Re: [osg-users] Secondary arrays

Hi Antoine,

I'd recommend just using the vertex attribute arrays in osg::Geometry
to setup multiple sets of vertex data.

I'd also strongly recommend against using independent index arrays for
vertex attribute array as this forces the osg::Geometry rendering code
to drop down to OpenGLslows paths for dispatching the data, as OpenGL
itself doesn't support independent indexing of vertex arrays.

Robert.

On 11/8/06, Antoine Rennuit <[EMAIL PROTECTED]> wrote:
> Hello,
>
>
> It seems possible to have two sets of colors for geometries with
> setColorArray and setSecondaryColorArray and swap between them when
needed.
> I would like to use this feature to have a normal color for the wireframe
of
> the mesh I display and another color when selected, but I don't understand
> how to swap between both color arrays (I assume it has to do with
> AttributeTypes but how?). And if I use secondary colors, must I also
define
> secondary color bindings, color indices.
>
> Moreover, if I wanted to have a third color (or more) to hightlight other
> modes, anybody knows how I could change the color of my mesh during
runtime?
>
>
> Thanks,
>
>
> Antoine.
>
> PS ; sorry if you received this mail twice, seems I have a pb with my
> mails...
>
>
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> http://www.openscenegraph.org/
>
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