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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