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
>>>>
>>>>
>>>>
>>>>
>>>>
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