MeshVS_NodalColorPrsBuilder with using texture


Has anyone experience with the MeshVS_NodalColorPrsBuilder and textures? I want to realize spectrum filling between my mesh nodes, so I tried this class. I set UseTexture(true), set the color map with SetColorMap(...) and used the SetTextureCoords() method to specify correspondence between node IDs and texture coordinates. As a result, I just get a white surface, so it looks like my color map is completely ignored.

Has anyone ideas?


Alexander Luger's picture

I observed an interesting thing. I display my mesh with occContext->Display(myMeshVSMesh) and when I call occContext->SetAutomaticHightlight(true), the correct color gradient is shown for the highlighted triangle, but the rest still remains white.