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 >> >> >> >> >> >> ------------------------------------------------------------------------ >> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> <mailto:[email protected]> >> <mailto:[email protected] >> <mailto:[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. 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