I am on Windows7 32 bit and driver from yesterday. Any idea how to work it around ?
Nick http://www.linkedin.com/in/tnick Sent from Istanbul, 34, Turkey On Sun, Jan 24, 2010 at 2:01 PM, Wojciech Lewandowski <[email protected] > wrote: > Indeed. Replacing order of sampler lookups ie swapping 2 first lines of > shader gives different results as well. Looks like a Driver bug... > I am using Windows 7 64 bit Ge Force driver 191.07. I am curious what will > happen on ATI or XP drivers. > > Wojtek Lewandowski > > *From:* Trajce Nikolov <[email protected]> > *Sent:* Sunday, January 24, 2010 11:39 AM > *To:* OpenSceneGraph Users <[email protected]> > *Subject:* Re: [osg-users] glsl mix > > 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 >> > > ------------------------------ > > _______________________________________________ > 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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