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

On Thu, Feb 5, 2015 at 8:03 PM, Alexandre Vaillancourt <
alexandre.vaillancourt.l...@gmail.com> 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 <robert.osfi...@gmail.com>:
>
> 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 <
>> alexandre.vaillancourt.l...@gmail.com> 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 <robert.osfi...@gmail.com>:
>>>
>>> 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 <
>>>> alexandre.vaillancourt.l...@gmail.com> 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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