Nick,
GLSL mix works on my GF280. And I bet it works right everywhere. I changed
your code to
" cube_color = vec3( 0,1,1 ); \n"
" base_color = vec3( 1,0,0 ); \n"
" gl_FragColor = vec4( mix(cube_color, base_color, reflect_factor).rgb,
1.0); \n"
and resulting sphere color is light gray as expected. I guess your problem
must be somewhere else in your code...
Wojtek
From: Trajce Nikolov
Sent: Saturday, January 23, 2010 11:42 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] glsl mix
Here is attached code ... Would really appreciate if some take couple of
minutes to have a look
Thanks a lot
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Sat, Jan 23, 2010 at 11:44 PM, Trajce Nikolov <[email protected]>
wrote:
I am also getting this warning
Warning: detected OpenGL error 'invalid operation' at after
RenderBin::draw(..)
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Sat, Jan 23, 2010 at 9:50 PM, Trajce Nikolov <[email protected]>
wrote:
Hi guys,
this might sound stupid but., I am trying to mix two values in the fragment
shader. Can not blend them together no mater what. I try "manual" blending,
but still the results are as for only 1 and 0 blend factor. NOthing in
between,
Here is the shader. Any clue?
"varying vec4 uv; \n" //
"uniform sampler2D colorMap; \n" //
"uniform samplerCube cubeMap; \n" //
"const float reflect_factor = 0.5; \n" //
"void main( void ) \n" //
"{ \n" //
" vec3 base_color = texture2D(colorMap, gl_TexCoord[0].xy).rgb; \n" //
" vec3 cube_color = textureCube(cubeMap, uv.xyz).rgb; \n" //
" gl_FragColor = vec4( mix(base_color, cube_color, reflect_factor), 1.0);
\n" //
"}
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
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