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 ------------------------------------------------------------------------ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- This message is subject to the CSIR's copyright terms and conditions, e-mail legal notice, and implemented Open Document Format (ODF) standard. The full disclaimer details can be found at http://www.csir.co.za/disclaimer.html. This message has been scanned for viruses and dangerous content by MailScanner, and is believed to be clean. MailScanner thanks Transtec Computers for their support. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ------------------------------------------------------------------------------ _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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