From db9c192a371ca97df3875ee7f622438d26b30d36 Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Wed, 7 Apr 2004 18:38:06 +0000 Subject: [PATCH] Added an alteranive code path for the fallback for handling opaque texture blending. --- src/osgPlugins/lib3ds/ReaderWriter3DS.cpp | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/src/osgPlugins/lib3ds/ReaderWriter3DS.cpp b/src/osgPlugins/lib3ds/ReaderWriter3DS.cpp index e23dedc4d..03d64f8d1 100644 --- a/src/osgPlugins/lib3ds/ReaderWriter3DS.cpp +++ b/src/osgPlugins/lib3ds/ReaderWriter3DS.cpp @@ -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...