I also made a test on Radeon 5890 64 bit Vista. Also wrong results. However its 
bit different than on NVIidia because it looks like base texture does not get 
read at all. I really doubt this case is simply an issue with mixing CubeMap / 
Tex2D fetches. I suspect there are other factors involved (like fact that cube 
map is rendered on the fly) but do not have time to trace it...

Wojtek
  ----- Original Message ----- 
  From: Trajce Nikolov 
  To: OpenSceneGraph Users 
  Sent: Monday, January 25, 2010 12:30 PM
  Subject: Re: [osg-users] glsl mix


  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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