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 <[email protected]>:

> 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 <
> [email protected]> 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 <[email protected]>:
>>
>> 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 <
>>> [email protected]> 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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