What you want sounds similar to texture splatting. It is not necessarily per vertex but it is a way of having multiple areas of different textures/materials within a single geometry. I use it in osg when rendering terrain. Maybe you can do something similar with your materials as described in:
http://www.cbloom.com/3d/splatting/index.html
http://www.cbloom.com/3d/techdocs/splatting.txt

/Seb


Bentley, Tim AMRDEC/Torch wrote:
Unfortunately I need to set the ambient, diffuse, specular, and
shininess for each material at each vertex in the model.  The "lowest"
level I have been able to find that allows me to apply materials in OSG
is at the Geometry class, through a StateSet.  Is this the case or am I
overlooking something?

Tim

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, March 21, 2007 8:48 PM
To: 'osg users'
Subject: RE: [osg-users] Setting Materials at a vertex level

Which material properties do you need to modify? If you only need to
change the ambient and diffuse colors, for example, you could use the
color material feature.
   -Paul


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bentley, Tim AMRDEC/Torch
Sent: Wednesday, March 21, 2007 4:40 PM
To: [email protected]
Subject: [osg-users] Setting Materials at a vertex level


I am trying to build a scene graph in which I need to set material properties for each vertex in a drawable. Does OSG support the ability

to set materials per vertex?
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