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.
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>>
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