well, I think I dont understand it I commented in the texgen part, so the texture coords are the uvs from the shape drawable, for the texture2D, and these are gl_TexCoord[0]. the uvs for the reflection are generated in the shader, gl_TexCoord[1].
now, from the code, the textures are switched, texture0 is assigned to unit 1, and the cubemap to unit 0 The code works now, but how???? Nick http://www.linkedin.com/in/tnick Sent from Haguenau, Alsace, France On Mon, Jan 25, 2010 at 5:23 PM, Trajce Nikolov <[email protected]>wrote: > This is interesting .. You made it work :) .... > > Nick > > http://www.linkedin.com/in/tnick > Sent from Haguenau, Alsace, France > > On Mon, Jan 25, 2010 at 3:46 PM, J.P. Delport <[email protected]>wrote: > >> 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 >>> >>> >>> >>> >>> >>> ------------------------------------------------------------------------ >>> >>> >>> _______________________________________________ >>> 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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