You are correct. If you disable the texture for some unit it will not be
available for your shaders.

I am familiar a bit with Creator and OpenFlight, and with the OpenFlight
loader. So you can have multitextures in your nodes, but it is up to the
shaders to use them or not, and how to use them. After years I ended up
with an xml file per model where I assign which textures goes where based
on the shader logic, so it is not anymore depend on the modeller.

I have code snippet for bump mapping I can share if you are interested,
that suppose to work with any model along the mentioned xml file. Ping me
on email if you want

Nick

On Thu, Feb 5, 2015 at 8:13 PM, Alexandre Vaillancourt <
alexandre.vaillancourt.l...@gmail.com> wrote:

> 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 <
>> 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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-- 
trajce nikolov nick
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