To use a osgFX::BumpMapping you only have to set your node as a child of a osgFX::BumpMapping group.
The normal map has to be the texture unit 0 and your colour texture as unit 1. osg::Node *myNode = /*a node*/; osg::Texture2D *MyBumpMap = /*a normal map*/; osg::Texture2D *MyTexture = /*a texture*/; // set the two textures, the second one is not required, but you have to set the bumpmap in the unit 0. osg::StateSet *pStateSet = myNode ->getOrCreateStateSet(); pStateSet ->setTextureAttributeAndModes( 0, MyBumpMap, osg::StateAttribute::ON|osg::StateAttribute::PROTECTED ); pStateSet ->setTextureAttributeAndModes( 1, MyTexture , osg::StateAttribute::ON ); // create the BumpMapping group osgFX::BumpMapping *pBump = new osgFX::BumpMapping; // add our node as a child pBump->addChild(myNode); // I don't remember what this function do, sorry ;) pBump->prepareChildren(); This piece of code should work. So, I still have problem with the bump mapping on my ATI FireGL card, but it work perfectly on my NVIDIA Quadro. ________________________________ De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Mael Blanchard Envoyé : jeudi 3 mai 2007 17:10 À : osg users Objet : [osg-users] [osgFX::BumpMapping] Hello, does anyone know a short example of code to use the osgFX::BumpMapping node in a scene? I have some troubles, it could help me thank you
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