Hi Jp.

so you are saying you see the images blended .... but still getting a
warning. That is good result. I guess this points to be really a driver
issue.

Thanks for finding a time to test this!

Nick

http://www.linkedin.com/in/tnick
Sent from Kordel, RP, Germany

On Mon, Jan 25, 2010 at 9:19 AM, J.P. Delport <[email protected]> wrote:

> 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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