Hi,
hmm at least it should say something like "Couldn't compile vertex program!"
works for me on my ATI and NVIDIA card.
Andreas
> 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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