Hi,
seems to work on Linux 32-bit NVidia GeForce Go 7400, driver 190.53.
Also same on GTS250, driver 190.53. I've tried different factors and it
made a change in the output. I do get:
Warning: detected OpenGL error 'invalid operation' at After
Renderer::compile
on both machines.
jp
Trajce Nikolov wrote:
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] <mailto:[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] <mailto:[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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