I have tried this on XP with the latest driver as well. Still the same .
Windows7 and XP (32bit) GeForce GTX 260 failed.

Can someone on Linux or with ATI try this example and report the results?

Thanks!

Nick

http://www.linkedin.com/in/tnick


On Sun, Jan 24, 2010 at 4:08 PM, Trajce Nikolov <[email protected]>wrote:

> 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
>>>
>>>
>>>
>>>
>>>
>>>
>>>
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>>
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