damn me, 
i solved,
just an underscore missing in this line...

Eye =  glPosition - Camera;

sorry... :(


Il ven, 2004-07-02 alle 10:13, Enrico Borrione ha scritto:
> 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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