jit.gl.shader and gl_FrontMaterial.ambient binding only after jit.gl.material


    Sep 30 2012 | 11:45 pm
    I'm using the OB3D material attributes in a jit.gl.shader (geometry shader with phong process in fragment) with :
    gl_FrontMaterial.emission, gl_FrontMaterial.ambient, gl_FrontMaterial.diffuse, gl_FrontMaterial.specular, gl_FrontMaterial.shininess
    it seems that it works only after i bind and then unbind a jit.gl.material.
    I suppose the jit.gl.material create a kind of binding??
    thanks

    • Oct 01 2012 | 12:02 am
      it seems that the OB3D 'color' attribute overrides the mat_.. attributes.
      only after activate/desactivate jit.gl.material, the mat_.. attributes becomes recognise by the shader
    • Oct 01 2012 | 1:47 am
      if i send a color_matrix to a jit.gl.mesh with a jit.gl.material, it becomes impossible to send color or mat_ attributes either to the mesh or the material, FOR EVER ...
      Is there a way to get back control on the color and mat attributes for mesh, material and also shader....???
      to desactivate the color_matrix?
      I suppose, it's linked to the way OB3D builds the Gl command list.
    • Oct 01 2012 | 4:03 am
      hi Spa. please post an example patch and i might be able to advise you, or discover a new bug.