Hi Robert, Thanks for the openGL explanation. Well, I already checked for the normals (I didn't know for the Material/ColorArray, but I knew for this!)... And they're ok (Lighting is on).
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Mon, 10 Nov 2008 10:29:14 +0100, Robert Osfield <[EMAIL PROTECTED]> a écrit: > HI Sekender, > > The colour array is required when you have the glColorMaterial > enabled, this is driven by osg::Material::setColorMode(), or when > lighting is disabled. Have a read of OpenGL docs of the affect of > materials, color material and colour arrays on geometries and OpenGL > lighting. > > As this has not fixed the issue then have a look to see if lighting is > on, but no normals are attached, again you need normals if you are > using lighting. > > Robert. > > On Sun, Nov 9, 2008 at 9:12 PM, Sukender <[EMAIL PROTECTED]> wrote: >> Hi Robert and Jean-Sébastien, >> >> Thanks for your ideas. My model is an .osg so I know there is a normal array >> and no texturing, and I manually replaced OPAQUE/DEFAULT. >> >> You both said that I need a colour array with at least one overall colour. >> Well, can you tell me why I need a colour array? I don't know why "the color >> array from some other drawables will bleed into any other drawable which >> does not have a color array". Maybe an openGL consideration I'm not aware >> of... >> Anyway, there is a Material in my object (as posted before), but no colour >> array. So I added: >> ColorArray 1 { >> 1.0 1.0 1.0 1.0 >> } >> ColorBinding BIND_OVERALL >> in each Geometry in the .osg, just as you both suggested, but it has no >> effect. >> >> That's *really really* strange... As maybe noone has enough time for such a >> problem, I think I'm going to drop it and create a workaround by tweaking >> the Blender exporter. If I'm wrong (= someone has enough time), just tell me >> so that I send the code. >> >> Thank you very much for your help. >> >> -- >> Sukender >> PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ >> >> >> Le Fri, 07 Nov 2008 10:51:19 +0100, Robert Osfield <[EMAIL PROTECTED]> a >> écrit: >> >>> On Fri, Nov 7, 2008 at 12:14 AM, Sukender <[EMAIL PROTECTED]> wrote: >>>> Hi again Robert, >>>> >>>> I confirm that the strange behavior still exist while compiling against >>>> the rev 9119 (branch osgWidget-dev). >>> >>> I don't have any further suggests beyond my earlier suggestion that >>> some vertex data such as normals, texcoord or colour arrays aren't >>> assigned to geometries that they should be. Write you model out to >>> .osg and have a look through them. If you have lighting on then >>> you'll need a normal array, if you are use default osg::Material >>> you'll need at a colour array with at least one overall colour, if you >>> are doing texturing then you'll need texture coords. >>> >>> Robert. >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org