Hello,
I'm interested in drawing gouraud-shaded triangles (lots of them) in a custom SceneNode, using only the vertex colors + normals and lighting, with no texture. Where do I turn texturing off?
I am using drawIndexedTriangleList, with a SMaterial structure with type EMT_SOLID, and setTexture (0, 0). Up to now, I keep getting a grayshaded image, without the vertex colors. This can be reproduced in the distributed example 03.Custom SceneNode, if you set Material.Lighting = true and add some LightSceneNode.
. . .
As a second issue, I see in COpenGLDriver.cpp that drawVertexPrimitiveList will always emit texture coords (with glTextCoordPointer); I wonder if this is not a performance problem when you don't really want a texture.
Thank you