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OK, I'm answering my own post.<br>
The issue is solved. Sorry for the noise here.<br>
<br>
- Werner -<br>
<br>
<div class="moz-cite-prefix">Am 08.01.2018 um 17:11 schrieb Werner
Modenbach:<br>
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Hi all,<br>
<br>
I'm using gl3 mode in my project by setting <br>
camera->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(_useGL3);
<br>
camera->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(_useGL3);<br>
<br>
When loading external 3D scenes created in gl2 mode colors of
geometries are coded in materials.<br>
I'm sure there is an easy way to check geometries for existence of
vertex colors and creating the <br>
vertex colors if necessary from the material in the StateSet by
usage of a NodeVisitor.<br>
<br>
I did a lot of research but couldn't figure out how to do that.<br>
In recent git sources I found Roberts patch in Material.cpp<br>
********************************<br>
void Material::apply(State& state) const {<br>
state.Color(_diffuseFront.r(), _diffuseFront.g(),
_diffuseFront.b(), _diffuseFront.a());<br>
}<br>
********************************<br>
How can I do the same in a NodeVisitor?<br>
<br>
Any help is highly appreciated.<br>
<br>
- Werner -<br>
<br>
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