Hi Nick, another interesting thing...
I swapped the texture units: pass unit 0 to createShadowedScene() and make texture0 attached to unit 1 (and update uniforms accordingly). Then there is sky blended into the middle sphere. Maybe texgennode ignores settextureunit?
jp Trajce Nikolov wrote:
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 ???? Nickhttp://www.linkedin.com/in/tnick Sent from Hermosa Beach, California, United StatesOn Mon, Jan 25, 2010 at 3:07 PM, J.P. Delport <[email protected] <mailto:[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]> <mailto:[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]>> <mailto:[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]>>> <mailto:[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]>>> <mailto:[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]>> <mailto:[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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