[osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay
Hi all, I have a question about OpenGL materials. From what I can see, if I disable GL_LIGHTING in the stateset of an object, then that object is rendered with the colors specified in its color array only, i.e. the material has no effect. Is there a way to change that? The effect I want is

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Robert Osfield
Hi JS, The OSG is designed around separating geometry data (in Drawables) from state data (in StateSets), the usage model you are suggesting mixing this, and this would struggle in anything other than models that don't have any colour arrays assigned to them, otherwise the local geometry colour

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Tomlinson, Gordon
Subject: [osg-users] About OpenGL materials Hi all, I have a question about OpenGL materials. From what I can see, if I disable GL_LIGHTING in the stateset of an object, then that object is rendered with the colors specified in its color array only, i.e. the material has no effect

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Paul Melis
Jean-Sébastien Guay wrote: The reason I can't just specify the colors in the color array is that then, if I use scribe or outline effects (using osgFX::Effect), the wireframe overlay or outline takes on the vertex colors too instead of being white (or the color I specify). If there's a way to

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay
Hi Gordon, (sorry, sent before I had finished typing...) No Lighting = No Material Hmmm, and any way to make it so that lighting has no effect (even though it's on) for a given object? I thought about putting a 1x1 texture with in GL_DECAL mode, but then I would need a texture for each

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Thrall, Bryan
Jean-Sébastien Guay wrote on Wednesday, February 04, 2009 4:43 PM: What I'm getting at is I'm very flexible as to how I get the color onto my model, as long as it isn't through the vertex colors since that overrides the scribe/outline effect's color. Couldn't you just disable color arrays when

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Roger James
Jean-Sbastien Guay wrote: Hi Gordon, (sorry, sent before I had finished typing...) No Lighting = No Material Hi J-S, Here is a probably worthless suggestion written without a proper review of the thread. I you want a material that looks the same as the unlit colour just set

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, February 04, 2009 3:43 PM To: OpenSceneGraph Users Subject: Re: [osg-users] About OpenGL materials Hi Gordon, (sorry, sent before I had finished typing...) No Lighting = No Material Hmmm, and any way to make it so that lighting has no effect (even though it's on) for a given

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay
Hi Bryan, Couldn't you just disable color arrays when you want the scribe/outline effect (see osg::State::disableColorPointer(); would require a DrawCallback, though)? Interesting, I didn't know you could do that, I'll look into it. Thanks for the suggestion, J-S --

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay
Hi Roger, Here is a probably worthless suggestion written without a proper review of the thread. I you want a material that looks the same as the unlit colour just set the materials emissive colour to the same as the vertex colour and set all the other material colours to black. Well,

Re: [osg-users] About OpenGL materials

2009-02-04 Thread Jean-Sébastien Guay
Hi Shayne, This may be a naive comment but couldn't you leverage something similar to glColorMaterial() to accomplish the task? I think glColorMaterial is the opposite, i.e. it will place whatever glColor is set as (i.e. vertex colors for example) into the current material. What I (thought