Hi Enrico,
didn't you get a compile error? On windows you get some error messages don't
know about the new linux driver.
Andreas
> 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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