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
>
>
>
>
>
>
>
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