Hi JP,

it is important to have the texture lookups instead of setting some values
for the shaders in the code. Mix works in general, so when you setup values
in the shader you get proper results. But when you do a lookup for a 2D
texture and CubeMap generated on the fly, it doesnt work.

Nick

http://www.linkedin.com/in/tnick
Sent from Hermosa Beach, California, United States

On Mon, Jan 25, 2010 at 2:20 PM, J.P. Delport <[email protected]> wrote:

> 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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