Added an alteranive code path for the fallback for handling opaque texture

blending.
This commit is contained in:
Robert Osfield
2004-04-07 18:38:06 +00:00
parent cb213d0ff4
commit db9c192a37

View File

@@ -737,10 +737,19 @@ osg::StateSet* ReaderWriter3DS::createStateSet(Lib3dsMaterial *mat)
// so we'll override material back to white.
// and no longer require the decal hack below...
#if 0
// Eric orignal fallback
osg::Vec4 white(1.0f,1.0f,1.0f,alpha);
material->setAmbient(osg::Material::FRONT_AND_BACK,white);
material->setDiffuse(osg::Material::FRONT_AND_BACK,white);
material->setSpecular(osg::Material::FRONT_AND_BACK,white);
#else
// try alternative to avoid staturating with white
// setting white as per OpenGL defaults.
material->setAmbient(osg::Material::FRONT_AND_BACK,osg::Vec4(0.2f,0.2f,0.2f,alpha));
material->setDiffuse(osg::Material::FRONT_AND_BACK,osg::Vec4(0.8f,0.8f,0.8f,alpha));
material->setSpecular(osg::Material::FRONT_AND_BACK,osg::Vec4(0.0f,0.0f,0.0f,alpha));
#endif
}
// no longer required...