Hi Umit, Assuming you are loading an external model, your model will need to have tangent and binormal attributes associated with its vertices.
Even if you can do this in your modelling package, I'm not sure if any of the intermediate formats will read/write tangents and binormals. (Other than .osg, of course. Does anybody out there know?) Therefore you will most likely need to generate tangent and binormals within your application. In the first instance you will need a model with UV texture coordinates assigned. You should look at osgUtil:TangentSpaceGenerator and use that to generate and attach tangent and binormal vector arrays to your geometry. If you have more than one geometry (in particular if you load up a model) you will need to write a Visitor which will traverse your model scenegraph and generate all the tangent/binormals itself. The osgFX::BumpMapping technique gives a good example of how the TangentSpaceGenerator is actually used with a Visitor pattern. Of course, if you are generating your geometry on-the-fly from within your application, then you don't need all of this stuff. Just generate a Vec3Array with the right vectors in it for binormal and tangent, and attach them to the geometry (in otherwise unused vertex attribute numbers like 6 and 7, otherwise strange things will happen). Again, have a look at how osgFX::BumpMapping does it. Hope that helps, David
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