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