Hi Wojtek, when setting it like this I get the right results. When obtaing the values from textures, it doesnt. I saw in the archive someone else had the same problem. And I know, it sound odd :). I am using mix in other shaders and there it works as well. But not in this case
Nick http://www.linkedin.com/in/tnick Sent from Ünalan, İstanbul, Turkey On Sun, Jan 24, 2010 at 11:42 AM, Wojciech Lewandowski < [email protected]> wrote: > 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 > > > > > > > > _______________________________________________ > 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 >
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