not a word:
simply it falls back to the std OGL pipeline...
in fact i was wondering whether there is a way to get the shader
compilation output. Blind flying is a bit tricky..


Il ven, 2004-07-02 alle 11:00, Andreas Zieringer ha scritto:
> 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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