I dunno bout the internals of these, but I made it work with explictily
defining the cube sampler like this

{
osg::Uniform* u = new
osg::Uniform(osg::Uniform::SAMPLER_CUBE,"cubeMapUnit");
u->set(unit);
node->getOrCreateStateSet()->addUniform( u );
}

Nick

http://www.linkedin.com/in/tnick


On Tue, Jan 26, 2010 at 12:58 AM, Trajce Nikolov
<[email protected]>wrote:

> 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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