Have you checked your shader with glvalidate program from 3dlabs?what are the warnings?these usually are important to resolve.
On 9/3/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > So, the notify thing is working now. I get the info logs when compiling, > but everything seems to be fine. The glProgram links correctly, just some > casting warnings. I really don't know why it fails. Could there be a > problem with the gl_TextureMatrix[1] in the vertex program? What I want is > simply to transfer the gl_TexCoords of my shadowMap to the frag program. I > am still thankful for every hint. > > --marcus > > > Yeah, i have searched the website, but this I have not found ;) Thanks > > Robert. > > > >> http://www.openscenegraph.org/projects/osg/wiki/Support/TipsAndTricks > >> > >> On 9/3/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > >>> Hi Mike, > >>> > >>> first thanks for your answer, but could you or someone else tell me how > >>> to > >>> turn on the notify level? I never worked with it. > >>> > >>> Thanks. > >>> > >>> > Hi, > >>> > > >>> > Turn up the notify level to retrieve the infologs for compilation and > >>> > linking. There could be some other error preventing creation of a > >>> > functioning glProgram. > >>> > > >>> > -- mew > >>> > > >>> > > >>> > Mike Weiblen -- Zebra Imaging -- Austin Texas USA -- > >>> > http://www.zebraimaging.com/ > >>> > > >>> >> -----Original Message----- > >>> >> From: [EMAIL PROTECTED] [mailto:osg-users- > >>> >> [EMAIL PROTECTED] On Behalf Of Marcus Fritzen > >>> >> Sent: Thursday, August 30, 2007 4:24 AM > >>> >> To: [email protected] > >>> >> Subject: [osg-users] textures and shader > >>> >> > >>> >> Hello, > >>> >> > >>> >> I have a little problem using texture coordinates with shader. The > >>> >> problem is, if I use a vertex program with varying for the fragment > >>> >> program, the texture coordinates seem to be incorrect, but if I just > >>> > use > >>> >> the fragment program without the vertex program everything is fine. > >>> > For > >>> >> example when computing shadows: > >>> >> > >>> >> VERT > >>> >> ... > >>> >> vertex = gl_ModelViewMatrix * gl_Vertex; > >>> >> gl_TexCoord[0] = gl_MultiTexCoord0; > >>> >> gl_TexCoord[1] = gl_TextureMatrix[1] * vertex; > >>> >> ... > >>> >> FRAG > >>> >> ... > >>> >> float depth = shadow2DProj( shadowTexture, gl_TexCoord[1] ).x; > >>> >> ... > >>> >> this is not working. On texture unit 0 is the base texture, on 1 the > >>> >> shadowmap. But without the vertex program it is working. Anybody any > >>> >> hints? > >>> >> > >>> >> Thanks, > >>> >> Marcus > >>> >> _______________________________________________ > >>> >> osg-users mailing list > >>> >> [email protected] > >>> >> > >>> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or > >>> > g > >>> > _______________________________________________ > >>> > osg-users mailing list > >>> > [email protected] > >>> > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >>> > > >>> > >>> > >>> _______________________________________________ > >>> osg-users mailing list > >>> [email protected] > >>> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >>> > >> _______________________________________________ > >> osg-users mailing list > >> [email protected] > >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >> > > > > > > _______________________________________________ > > osg-users mailing list > > [email protected] > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

