Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2016-04-05 Thread Christian Buchner
> I implemented the OSG BumpMap with no need to use shaders, as follow: > osgFX::BumpMapping* bump_mapping = new osgFX::BumpMapping(); Hmm, by default this osgFX effect module will use shaders according to its documentation: "This effect defines a preferred technique which uses ARB vertex &

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2016-04-05 Thread Tiago Trocoli
Hi Tobias I implemented the OSG BumpMap with no need to use shaders, as follow: function source Code: void bumpMapOSG(osg::Geode *geode, osg::Group *group, osg::Image *normal_image, osg::Image *difuse_image, double scale_x, double scale_y) { if (!normal_image || !difuse_image)

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-13 Thread Tobias Rick
I found an other problem. When I rotate my object, the light direction also is rotated. How can I prevent this? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65633#65633 ___ osg-users mailing list

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-12 Thread Tobias Rick
In addition of course the new NVidia driver for Fallout 4 the bump on the model is shown in different colors. To fix this problem look up in the newbump.frag and comment out the "if (lamberFactor > 0.0)" instruction but don't comment out the content of this instruction -- Read

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-11 Thread Tobias Rick
For everyone who wants to use a bump map shader in osg you can find a working code in the lines below. The source file: > > #include > #include > #include > #include > #include > #include > #include > #include > #include > #include > > #include > #include > #include > #include >

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-11 Thread Tobias Rick
I never thought, that I can say this. But I resolved my problem. Thank you Scrawl for your tip using an own shader. I used the shaders from http://fabiensanglard.net/bumpMapping/index.php (Vertex shader + Fragment shader) and modified it in addition from

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-09 Thread Tobias Rick
In addition, when bump->setEnabled(true); the textureMatrix has no effekt anymore. How can I use the textureMatrix in this case? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=65590#65590 ___

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-09 Thread Jannik Heller
Hi Tobias, The texture matrix is a fixed function state that may not have an effect when a shader is used. To get the desired effect, the shader code needs to get the texture matrix via gl_TextureMatrix built in variable and then multiply the texture coordinates with it. I presume the

[osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-07 Thread Tobias Rick
Hi all, I tried to use the example from the link in the next posts (I need to have at least two posts to send Links) to generate a bumpmap via a normal map texture. What I did is, that I have added a Node to the osgFX::BumpMapping and the node contains the 3Ds model. When I set up the texture

Re: [osg-users] [build] using 3Ds Model in osgFX::BumpMapping and the Texture UV Coords for diffuse are not loaded

2015-11-07 Thread Tobias Rick
Link: http://www.mip.informatik.uni-kiel.de/~wwwadmin/Software/Doc-BIAS-2.8.0/BIAS/html/BIAS-2_88_80_2GLviewer_2Scenes_2SceneOpenSceneGraph_8cpp_source.html At line: 01585 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6#6