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
>>>>>>
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>>>>>>
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>
> --
> trajce nikolov nick
>
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