int OgreNodeHandler::startColor(const X3DAttributes &attr) { if(!_currentGeometry) throw std::runtime_error("Color currently only supported for IndexedFaceSets"); int index = attr.getAttributeIndex(ID::color); if (index != -1) _currentGeometry->setColors(attr.getMFColor(index)); else throw std::runtime_error("No color given within Color node"); return 1; }