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 >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> [email protected] >>>> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>>> >>>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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