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 ???? 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] <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




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