No prob! ;) biv
On 5/31/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
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/ > > > > > > > > > > > > > _______________________________________________ > > > osg-users mailing list > > > osg-users@openscenegraph.net > > > http://openscenegraph.net/mailman/listinfo/osg-users > > > http://www.openscenegraph.org/ > > > > > _______________________________________________ > > osg-users mailing list > > osg-users@openscenegraph.net > > http://openscenegraph.net/mailman/listinfo/osg-users > > http://www.openscenegraph.org/ > > > > > _______________________________________________ > osg-users mailing list > osg-users@openscenegraph.net > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > _______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
_______________________________________________ osg-users mailing list osg-users@openscenegraph.net http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/