Hi JP,

based on your screenshot, I can see it doesnt work. The texture0 is missing
(sky.jpg). On the screen shot only the cubemap is rendered. That is what I
am experiencing as well. So, no driver bug ????
Nick

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

On Mon, Jan 25, 2010 at 3:07 PM, J.P. Delport <[email protected]> wrote:

> Hi,
>
>
> Trajce Nikolov wrote:
>
>> 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.
>>
>
> yes, I understand and that's what I did, sorry for the confusion. I placed
> static values just to quickly see what parts of the scene are affected by
> the shader, then switched back to your original code in the email. Just in
> case, here is a screenshot too :) (Forget about the vsync lines...)
>
> jp
>
>
>> 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]<mailto:
>> [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]>
>>        <mailto:[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]
>> >>
>>               <mailto:[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]
>> >>
>>               <mailto:[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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