Hi Patrik,

Okay, I've digged a bit deeper into your code. Somehow your code to add the textures seems awkward. You are assigning the cubemap to the first texture unit and create 3 uniforms to texture unit 0. It is hard to tell what is going wrong on your side, given that small piece of code, but since you get an OpenGL error you should chase it down. It might be related to binding the texture to multiple sampler objects on the same texture unit. Try to step back and bind the cubemap to a simple program with exactly one cubemap sampler and do some debugging with a simple cubemapping shader. There is a osgcubemap example which you could extend to use shaders (beware that TexGen will not work with shaders, so you will have to write your own in the vertex shader, which is not complicated though)

I don't know the specific example you are referring to, so I cannot really give your more pointers unless you prepare a small compiling example.

Hi Sebastian,

Yes, that works as well, the sphere is red.

cheers
Patrik


On Tue, May 13, 2014 at 10:32 AM, Sebastian Messerschmidt <[email protected] <mailto:[email protected]>> wrote:

    Hi Patrik,

    Hi Sebastian,

    The baseColor is applied to the sphere, so I can see my shader is
    in use. No differences when using osgShadow or not.
    Yes because it is the first texture unit. Fixed function pipeline
    and osgShadow will handle it. Please follwo my advice and change
    the output of the fragment shader to
    gl_FragColor = vec4(1,0,0,1) or gl_FragData[0] = vec4(1,0,0,1)
    to see if it is _really_ your shader.

    cheers
    Sebastian


    Cheers
    Patrik


    On Tue, May 13, 2014 at 10:03 AM, Sebastian Messerschmidt
    <[email protected]
    <mailto:[email protected]>> wrote:

        Hi Patrick,

        from a glimpse it seems you are setting up the shader to the
        geode while using osgShadow, which will override your shaders.
        I guess you need to set the shaders at the shadowTechnique.
        Could you try it without osgShadow or simply do some shader
        debugging by setting the gl_FragColor to some debug value to
        see if your shader is used at all?

        cheers
        Sebastian
        HI,

        I'm trying to implement Image Based Lighting in a scene. but
        I think I miss something essential.
        I have copied the fragment shader and vertex shader from the
        orange book, ch 12/Image Based Lighting. Created a sphere
        which shall be the emissive surface.

        When I run I receive following warning/error msg:
        Warning: detected OpenGL error 'invalid operation' at After
        Renderer::compile.

        The sphere is colored by the base-color, but it is not
        emissive. What kind of attributes do I need to set to get it
        work, or should I make things in a different order? See code
        below.

        Kind regards
        Patrik

        This is the main code:
        [code]
        osgShadow::ShadowedScene* scene(new osgShadow::ShadowedScene());
        osgShadow::ShadowMap* sm(new osgShadow::ShadowMap());
        sm->setTextureSize(osg::Vec2s(512,512));
        scene->setShadowTechnique(sm);
        osg::Group* root = new osg::Group;
        osg::Geode* em = new osg::Geode();
        em->addDrawable(new osg::ShapeDrawable(new
        osg::Sphere(osg::Vec3(0,0,0), 10.0) ) );
        osg::Geode* geode = new osg::Geode();
        geode->addDrawable(new osg::ShapeDrawable( new
        osg::Cylinder(osg::Vec3(0,0,-3.0),10,0.2 ) )) ;
        geode->setCullingActive(true);
        root->addChild(em);
        root->addChild(geode);
        scene->addChild(root);
        osg::TextureCubeMap* tex = readCubeMap();

        {
        osg::StateSet* ss = em->getOrCreateStateSet();
                osg::Program* program = new osg::Program;
                program->setName( "IBL" );
        program->addShader( new osg::Shader( osg::Shader::VERTEX,
        IBLVertSource ) );
        program->addShader( new osg::Shader( osg::Shader::FRAGMENT,
        IBLFragSource ) );
        ss->setAttributeAndModes( program, osg::StateAttribute::ON );
        osg::Uniform* baseColor = new osg::Uniform( "BaseColor",
        osg::Vec3(0.2, 0.4, 0.6) );
        osg::Uniform* specular = new osg::Uniform(
        "SpecularPercent", 0);
        osg::Uniform* diffuse = new osg::Uniform( "DiffusePercent",
        1.0);
        osg::Uniform* specEnvMap = new
        osg::Uniform("SpecularEnvMap", 0);
        osg::Uniform* diffEnvMap = new osg::Uniform(
        "DiffuseEnvMap", 0);
        ss->setTextureAttributeAndModes(0, tex,
        osg::StateAttribute::ON );
        ss->addUniform( baseColor );
        ss->addUniform( specular );
        ss->addUniform( diffuse );
        ss->addUniform( specEnvMap );
        ss->addUniform( diffEnvMap );
            }

        viewer.setSceneData(scene);
        viewer.run();
        [/code]


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