add: mat_chunk->setColorMaterial(GL_AMBIENT_AND_DIFFUSE);
context:    void initialize()   {      OSG::TextFaceFactory::the().getFontFamilies(mFamilies);  // Get list of all families      mRootNode = OSG::Node::create();      mTextGeom = OSG::Geometry::create();      mTextMat = OSG::ChunkMaterial::create();      mTextureChunk = OSG::TextureChunk::create();      mBlendChunk = OSG::BlendChunk::create();      OSG::CPEditor rne(mRootNode);      OSG::CPEditor tge(mTextGeom);      OSG::CPEditor tme(mTextMat);      OSG::CPEditor tce(mTextureChunk);      OSG::CPEditor bce(mBlendChunk);      // XXX: Setup a default face to use      // Setup defaults for the texture      OSG::ImagePtr img = OSG::Image::create();         // Temporary image for now      OSG::UChar8 data[] = {0,0,0, 50,50,50, 100,100,100, 255,255,255};      OSG::beginEditCP(img);         img->set( OSG::Image::OSG_RGB_PF, 2, 2, 1, 1, 1, 0, data);      OSG::endEditCP(img);      // -- Setup texture and materials -- //      mTextureChunk->setImage(img);      mTextureChunk->setWrapS(GL_CLAMP);      mTextureChunk->setWrapT(GL_CLAMP);      mTextureChunk->setMagFilter(GL_LINEAR);      mTextureChunk->setMinFilter(GL_LINEAR_MIPMAP_LINEAR);      mTextureChunk->setEnvMode(GL_MODULATE);      OSG::MaterialChunkPtr mat_chunk = OSG::MaterialChunk::create();      OSG::beginEditCP(mat_chunk);      {         mat_chunk->setAmbient (OSG::Color4f(1.f, 1.f, 1.f, 1.f));         mat_chunk->setDiffuse (OSG::Color4f(1.f, 1.f, 1.f, 1.f));         mat_chunk->setEmission(OSG::Color4f(0.f, 0.f, 0.f, 1.f));         mat_chunk->setSpecular(OSG::Color4f(0.f, 0.f, 0.f, 1.f));         mat_chunk->setShininess(0);      }      OSG::endEditCP(mat_chunk);      mBlendChunk->setSrcFactor(GL_SRC_ALPHA);      mBlendChunk->setDestFactor(GL_ONE_MINUS_SRC_ALPHA);            mTextMat->addChunk(mTextureChunk);      mTextMat->addChunk(mBlendChunk);      mTextMat->addChunk(mat_chunk);      mTextGeom->setMaterial(mTextMat);      mRootNode->setCore(mTextGeom);   }