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 _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
