You could define a new Drawable that uses glBegin/glEnd and allows materials
per vertex. This wouldn't be suitable for any kind of high-performance
rendering, though.
   -Paul

> 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

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