Hi Farshid, I gave it a try, the description lines are there. I just see a minor issue: you did not add the MaterialData.{h,cpp} to Cmake. About the results, looks like what is there is fine! I'll do more testing in the next days, trying to use the definitions in my shaders as well, and let you know.
One more thing. it looks like you now have code to handle the normal maps also. But I think there is still no way to know if you were using a bump or a normal map for the Bump channel. While in Max there is a clear distinction (different texture types there), the exporter does not distinguish them. Look at this example: "# osgmaxexp material data Name TestMat Map Diffuse 0 1 images\\casaterr_02.tga Map Specular Level 1 1 images\\testRefMap.tga Map Bump 2 0.5 images\\casaterr_01norm.tga " "# osgmaxexp material data Name TestMat2 Map Bump 0 0.3 images\\casaterr_01norm.tga " The testMat2 is using the tx directly as a bitmap, while TestMap first has a NormalMap texture, then the bitmap. In the output they look totally equivalent though. Looking at the code, it seems that you treat them as separate cases: so, what about adding an extra field at the end of TestMap to indicate it's a normal map? The field could actually be even smarter and indicate the active texture space (tangent, screen, ...). Great work anyway, really thanks for this. Luca ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39530#39530 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org