Hi Gerrick,

I just download and installed 2.1 / 97.55 and it fixes the tex gen
issues complete, I'm not going mad after all :-)

Thanks for you hint, saved me much work!!

Robert.

On 5/31/07, Gerrick Bivins <[EMAIL PROTECTED]> wrote:
here's what we're running:
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 8800 Ultra/PCI/SSE2
OpenGL version string: 2.1.0 NVIDIA 97.55



On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> HI Gerrick,
>
> I have only drivers so I'll go get the latest and hope that they don't
> break anything else along the way.
>
> Cheers,
> Robert.
>
> On 5/31/07, Gerrick Bivins < [EMAIL PROTECTED]> wrote:
> > Hi Robert,
> > We have done this in our app and used the section of the code that you
have
> > in the #else section
> > without problems EXCEPT we had to use beta drivers on linux (RHEL_4 at
the
> > time) for a while. This was probably up until around Jan/Feb when nvidia
> > released new drivers. Now things are working fine with the lastest
released
> > drivers.
> >
> > The only difference we have in our code is that we multiply
> > gl_TexCoord[*] by gl_TextureMatrix[*]
> > {
> > ...
> >    gl_TexCoord[1].s = dot(ecPosition, gl_EyePlaneS[1]);
> >    gl_TexCoord[1].t = dot(ecPosition, gl_EyePlaneT[1]);
> >    gl_TexCoord[1].p = 0.0; // dot(ecPosition, gl_EyePlaneR[1]);
> >    gl_TexCoord[1].q = 1.0; //dot(ecPosition, gl_EyePlaneQ[1]);
> >    gl_TexCoord[1]*=gl_TextureMatrix[1];
> > ...
> > }
> > but if that's identity in your case, you shouldn't have to do this.
> > biv
> >
> >
> > On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> > >
> > > Hi All,
> > >
> > > Today I've trying to get a GLSL program to generate tex coords in the
> > > same way as non shader texgen works.  I've read up the orange book on
> > > the topic, and also searched the web for inspriation, and what I've
> > > written look like should work, but it doesn't :-|
> > >
> > > The vertex program I've kept simple so far and looks like
> > >
> > > void main (void)
> > > {
> > >    gl_Position = ftransform();
> > >    gl_FrontColor = vec4( 1.0,1.0,1.0,1.0);
> > >    gl_TexCoord[0] = gl_MultiTexCoord0;
> > >
> > >    vec4 ecPosition = gl_ModelViewMatrix*gl_Vertex;
> > >
> > > #if 1
> > >    gl_TexCoord[1] = ecPosition * mat4(gl_EyePlaneS[1],
> > >
gl_EyePlaneT[1],
> > >
gl_EyePlaneR[1],
> > >
gl_EyePlaneQ[1]);
> > >
> > >    gl_TexCoord[1].p = 0.0;
> > >    gl_TexCoord[1].q = 1.0;
> > > #else
> > >
> > >    gl_TexCoord[1].s = dot(ecPosition, gl_EyePlaneS[1]);
> > >    gl_TexCoord[1].t = dot(ecPosition, gl_EyePlaneT[1]);
> > >    gl_TexCoord[1].p = 0.0; // dot(ecPosition, gl_EyePlaneR[1]);
> > >    gl_TexCoord[1].q = 1.0; //dot(ecPosition, gl_EyePlaneQ[1]);
> > >
> > > #endif
> > > //    gl_TexCoord[1] = gl_MultiTexCoord0;
> > > }
> > >
> > >
> > > The two parts of the #if #else #endif work identically, if I comment
> > > out the resetting og the p and q values I have what I think is correct
> > > code, but the generated tex coords are clearly wrong as I don't any
> > > valid texture being accessed.  By adding the p and q setting in I do
> > > at least get half sensible values, but there still are not correct as
> > > distortion occurs as I change the eye point.
> > >
> > > glxinfo gives me:
> > >
> > > OpenGL vendor string: NVIDIA Corporation
> > > OpenGL renderer string: GeForce 7800 GT/PCI/SSE2
> > > OpenGL version string: 2.0.2 NVIDIA 87.62
> > >
> > >
> > > I am not setting the fragment program yet, so it should be the
> > > standard OpenGL fixed function pipeline for the shader.
> > >
> > > Any ideas?
> > > Robert.
> > > _______________________________________________
> > > osg-users mailing list
> > > osg-users@openscenegraph.net
> > > http://openscenegraph.net/mailman/listinfo/osg-users
> > > http://www.openscenegraph.org/
> > >
> >
> >
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> >
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