Re: [osg-users] Question about bump mapping

2015-02-05 Thread Sebastian Messerschmidt

HI Alexandre,

There is no automagic thing to do what you are asking for.
Why are you insisting on not adding an osg::Program here?
Right now Robert is doing some work on a shader composition like 
approach, which might do the Program-injection automatically, but for 
now the preferred way to achieve what you are looking for would be the 
use of a visitor.
The visitor in question would handle the nodes/Statesets with the 
properties you are describing (having 3 textures bound) and add an 
appropriate State / osg::Program.
As for fixed function bump mapping there are some extensions, but they 
are really old and de-facto outdated.


Shaders are the way to go here.


Cheers
Sebastian

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


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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Alexandre Vaillancourt
Robert,

This appears to be exactly the situation. Is there a way to see where this
feature is enabled and is there is a way to disable it?

Thanks a lot!

--
Alexandre Vaillancourt

2015-02-05 13:54 GMT-05:00 Robert Osfield robert.osfi...@gmail.com:

 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

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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Trajce Nikolov NICK
Hi Alexandre,

if you want to disable the texture that is bound to unit 1, you have to
write a NodeVisitor that will traverse the statesets of the nodes where the
texture to unit 1 is set, and simply switch that attribute to
StateAttribute::OFF

Nick

On Thu, Feb 5, 2015 at 8:03 PM, Alexandre Vaillancourt 
alexandre.vaillancourt.l...@gmail.com wrote:

 Robert,

 This appears to be exactly the situation. Is there a way to see where this
 feature is enabled and is there is a way to disable it?

 Thanks a lot!

 --
 Alexandre Vaillancourt

 2015-02-05 13:54 GMT-05:00 Robert Osfield robert.osfi...@gmail.com:

 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



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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Alexandre Vaillancourt
Hi Nick,

 Hi Alexandre,
 if you want to disable the texture that is bound to unit 1, you have to
write a NodeVisitor that will traverse the statesets of the nodes where the
texture to unit 1 is set, and simply switch that attribute to
StateAttribute::OFF
 Nick

I'm no expert but am I correct to assume that if I disable the texture unit
like this, it will not be available to the shaders when I decide to add one
to my node?

Thanks for the input, it's greatly appreciated!

--
Alexandre Vaillancourt


On Thu, Feb 5, 2015 at 8:03 PM, Alexandre Vaillancourt 
 alexandre.vaillancourt.l...@gmail.com wrote:

 Robert,

 This appears to be exactly the situation. Is there a way to see where
 this feature is enabled and is there is a way to disable it?

 Thanks a lot!

 --
 Alexandre Vaillancourt

 2015-02-05 13:54 GMT-05:00 Robert Osfield robert.osfi...@gmail.com:

 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



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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Trajce Nikolov NICK
You are correct. If you disable the texture for some unit it will not be
available for your shaders.

I am familiar a bit with Creator and OpenFlight, and with the OpenFlight
loader. So you can have multitextures in your nodes, but it is up to the
shaders to use them or not, and how to use them. After years I ended up
with an xml file per model where I assign which textures goes where based
on the shader logic, so it is not anymore depend on the modeller.

I have code snippet for bump mapping I can share if you are interested,
that suppose to work with any model along the mentioned xml file. Ping me
on email if you want

Nick

On Thu, Feb 5, 2015 at 8:13 PM, Alexandre Vaillancourt 
alexandre.vaillancourt.l...@gmail.com wrote:

 Hi Nick,

  Hi Alexandre,
  if you want to disable the texture that is bound to unit 1, you have to
 write a NodeVisitor that will traverse the statesets of the nodes where the
 texture to unit 1 is set, and simply switch that attribute to
 StateAttribute::OFF
  Nick

 I'm no expert but am I correct to assume that if I disable the texture
 unit like this, it will not be available to the shaders when I decide to
 add one to my node?

 Thanks for the input, it's greatly appreciated!

 --
 Alexandre Vaillancourt


 On Thu, Feb 5, 2015 at 8:03 PM, Alexandre Vaillancourt 
 alexandre.vaillancourt.l...@gmail.com wrote:

 Robert,

 This appears to be exactly the situation. Is there a way to see where
 this feature is enabled and is there is a way to disable it?

 Thanks a lot!

 --
 Alexandre Vaillancourt

 2015-02-05 13:54 GMT-05:00 Robert Osfield robert.osfi...@gmail.com:

 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



 ___
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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Robert Osfield
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



 ___
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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Robert Osfield
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


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Re: [osg-users] Question about bump mapping

2015-02-05 Thread Alexandre Vaillancourt
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

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[osg-users] Question about bump mapping

2015-02-04 Thread Alexandre Vaillancourt
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
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