Hi,

Trajce Nikolov wrote:
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.

yes, I was not sure what to expect, so I output frag colour 1,1,1,1 and then changed back to your mix and saw the blended image on the center sphere (changing the mix factor changes the center sphere for me).

Yes, not sure what the warning is about. Attached a log with notify=debug. The location of the warning is a bit strange.

jp


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] <mailto:[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]>
        <mailto:[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]>
        <mailto:[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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