Hi Alexandre, It sounds like might be talking about a pre-rendered shadow texture rather than a shadow map. The OSG by default handles multi-texturing by simply blending them - this is part of the OpenGL fixed function pipeline, so it's not a case of enabling "shadow map", but simply blending a shadow texture on texture unit 1 with the base texture on texture unit 0.
However, I'm just guessing, only you have the data and application in front of you. Robert. On 5 February 2015 at 18:28, Alexandre Vaillancourt < alexandre.vaillancourt.l...@gmail.com> wrote: > Gentlemen, > > Thank you for your replies. > > It turns out that the node is not bumpmapped with a shader (I've used a > nodevisitor to check if a program was loaded on a node's stateset and > didn't see any). However, the node seems to be having a shadow map. In our > model editor (Creator) there is an "extended material" on the node, and the > material has, among other things a surface modifier that has shadow map on > texture unit 1. Looking at the exported osg file, I don't see how this > texture is used as shadow map (I would assume a shader could need to use > it, but we're not adding any shader for now (I'm debugging)). > > Could it be that upon loading, the plugin for the .osg files assumes that > texture unit 1 would be the shadow map and enables it right away or > something like that? > > Thanks for your help! > > > -- > Alexandre Vaillancourt > > 2015-02-05 4:26 GMT-05:00 Robert Osfield <robert.osfi...@gmail.com>: > > Hi Alexandre, >> >> Does the scene graph code you have inherited contain use of >> osgFX::BumpMapping? >> >> osgFX::BumpingMapping It's a really ancient bit of the OSG so it's >> really how I'd tackle it these days but it provides the old style >> osg::VertexProgram and FragmentProgram. Have a look at the >> OpenSceneGraph/src/osgFX/BumpMapping.cpp so see what it's doing. >> >> Robert. >> >> On 4 February 2015 at 23:57, Alexandre Vaillancourt < >> alexandre.vaillancourt.l...@gmail.com> wrote: >> >>> Hi All, >>> >>> I'm not too knowledgeable in the field of shaders and bump map, but >>> lately I've had the task of fixing something related to it in our software. >>> >>> The issue is that some faces in our software are bumpmapped (I see the 3 >>> different texture units used in the .osg file, as well as in the original >>> .flt model), but the node itself does not seem to have an osg::Program (nor >>> osg::VertexProgram or osg::FragmentProgram) part of its stateset's state >>> attributes. >>> >>> The question is this: is it possible that there is a way that a chunk of >>> code of OSG could set up bump mapping on a node by itsefl and NOT add an >>> osg::Program to it? For instance, if it finds more than one texture units >>> in the .osg file, it would find a way to add a shader to enable the bump >>> maping..? >>> >>> I'm really wondering how that node could be bump mapped... >>> >>> Thanks >>> >>> -- >>> Alexandre Vaillancourt >>> >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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