I want to have every polygon belonging to a node or its descendent
nodes rendered with a different diffuse color, using BASE_COLOR for the
lighting model of the entire tree. When this render is finished, I
need to return the tree to its normal, unpsychedelic state easily. The
color used for a given polygon is unimportant, as long as it's unique
in the scene. It should happen at the polygon level, not the triangle
level. So, a SoCube would be rendered with six unique colors, and a
cyclinder having all parts would be rendered with three.
I've tried creating a SoMaterial with a large array of diffuse colors
combined with setting the value field in a SoMaterialBinding to both
SoMaterialBinding::PER_PART and SoMaterialBinding::PER_FACE. This
seems to work for either the cube or the cylinder but not both.
Can anyone point me in the best direction for doing this? Thanks for
any help you can provide.
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