The VAG notes say that PER_VERTEX MaterialBinding would support only
transparency and difsuseColor. The notes also say that unlit surfaces
would be distinguished by having multiple emissiveColor values, and nothing
else.
So, what if create a scene with pre-computed radiosity values? What I want
is to associate a color with each vertex and not do any lighting; do I
specify the vertex colors using difsuseColor (so they're bound PER_VERTEX)
or emissiveColor (so they're not lit)?
My guess is that it makes more sense to have PER_VERTEX MaterialBinding
support only transparency and emissiveColor (rather than difsuseColor).
What do others think?
-- Bernie Roehl University of Waterloo Dept of Electrical and Computer Engineering Mail:[email protected] Voice: (519) 888-4567 x 2607 [work] URL:http://sunee.uwaterloo.ca/~broehl