Hi, can some of the gurus have a look at this, it will help a lot ..... The hack done is not working in my app which uses shader heavely
Thanks a bunch Nick http://www.linkedin.com/in/tnick Sent from Löhne, North Rhine-Westphalia, Germany On Mon, Jan 25, 2010 at 6:14 PM, Trajce Nikolov <[email protected]>wrote: > 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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