I'm currently using version 0.12. It works if Lighting is set to False, but not otherwise.. Any ideas on how to fix this? I believe it works in DirectX, but I need to use openGL.
-Dave
OpenGL doesn't render vertex color data
Some further notes... without the color material enabled, node's Material DiffuseColor can be used to change the whole object's color. With the color material one needs to update all the vertex colors. (this is how it works w/OpenGL driver)tonic wrote:At least in my case this just fixes it to work like the d3d driver does. However, I have only tested this with some basic material types like EMT_SOLID.hybrid wrote:No, I don't think it's intended, I'll check possible dependencies and add it if there are none.
With D3D driver it seems to currently work like you are always using vertex colors. To use Material's DiffuseColor I think the driver/material renderers would need to be modified to disable D3DRS_COLORVERTEX (and/or fiddle with D3DRS_DIFFUSEMATERIALSOURCE etc). Can somebody tell if the Material's Colors currently actually even do anything with D3D driver? Like, in which case it affects objects when tested in irrEdit?
I'd like to be able to control on per-object basis which way the object is colored (diffuse, ambient etc) -- either with vertex colors or with the colors set in Material of the object. Or both at the same time (multiplied) if it is somehow possible.