Hi Patrik,

Simply attach the code (probably compress it with zip) so others might check on this too.
Hi Sebastian,

I have dig down and find the resolution of the OpenGL error, I passed an int or double instead of a float into the shader. There is something strange with how I assign the texture, I rewrote it as

[code]
osg::Uniform* specEnvMap = new osg::Uniform(osg::Uniform::SAMPLER_CUBE,"SpecularEnvMap");
specEnvMap->set(tex);
osg::Uniform* diffEnvMap = new osg::Uniform(osg::Uniform::SAMPLER_CUBE, "DiffuseEnvMap");
diffEnvMap->set(tex);
[/code]

To make sure that it is of type sampleCube.

I could upload all code, since I'm trying to write a minimal program which demonstrates Image Based Lighting. It is two files, one header and one cpp, in total 170 lines. Would that be of any help?

kind regards
Patrik


On Tue, May 13, 2014 at 11:04 AM, Sebastian Messerschmidt <[email protected] <mailto:[email protected]>> wrote:

    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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