this is not really a OpenSG question,
but maybe someone can help me anyway. 

I have made 2 simple program, a vp and a fp. 
they should grab the scene, convert em in eye coord 
and then paint everything red.
As long for the red thing, they are working, so i 
assume they are correctly loaded. Now i wanted to tex map 
the scene, so i made some facility to pass texture coords 
form vp to fp, but surprise surprise, it is not working...

here are my programs:

//VP
uniform vec4 Camera;

varying vec3 PixColor;
varying vec3 TexCoord;
varying vec4 Eye;

void main (void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

Eye =  glPosition - Camera;

//TexCoord = vec3 (gl_Normal);

TexCoord = vec3 (1.0,0.0,0.0); 
}

note that i set *constant* tex coord, just for debug reasons.

//FP
uniform samplerCube map;

varying vec3 PixColor;
varying vec3 TexCoord;
varying vec4 Eye;


void main(void)
{
//     vec4 pixcolor = textureCube (map, TexCoord);

   //gl_FragColor = vec4 (pixcolor);


  //  just to  check output
   // gl_FragColor = vec4 (1,0,0,1);
   gl_FragColor = vec4 (TexCoord, 1.0);
}

this FP should set all fragments to the color held into TexCoord (which
is red). It isn't very nice, but again it is for debug purposes...
Whenever i use TexCoord variable, the program fails and std OpenGL
pipeline is restored. What i am mistaking in the variables passing from
a program to the other? I set up correctly TexCoord in the vp to 1,0,0,
but then probably i lose it somewhere in the execution...

any clues?
thx enrico




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