[osg-users] textures and shader
Marcus Fritzen
mfritzen at uni-koblenz.de
Tue Sep 4 06:38:56 PDT 2007
Yes, of course, but I am quite a newbie and learning, just remember this ;)
You can find the code at http://www.uni-koblenz.de/~mfritzen/osg/
What I want to do additionally, is combining per pixel lighting and
shadows and therefore I need the vertex program, which is not doing what
it should...
Gordon Tomlinson wrote:
> Marcus
>
> If not already done how about making your code (setup, shaders, hows its
> applied etc) available
> to those that may be willing to help they may be able to use your code as a
> template to help them
> or notice something possibly aerie with the code or how its used etc
>
> Just a thought
>
> __________________________________________________________
> Gordon Tomlinson
>
> Email : gordon at GordonTomlinson.com
> Website : www.vis-sim.com www.gordontomlinson.com
>
> __________________________________________________________
>
> "Self defence is not a function of learning tricks
> but is a function of how quickly and intensely one
> can arouse one's instinct for survival"
> -Master Tambo Tetsura
>
>
> -----Original Message-----
> From: osg-users-bounces at lists.openscenegraph.org
> [mailto:osg-users-bounces at lists.openscenegraph.org] On Behalf Of Marcus
> Fritzen
> Sent: 04 September 2007 12:42
> To: Public OpenSceneGraph Users discussion list.
> Subject: Re: [osg-users] textures and shader
>
> I installed the newest drivers from nvidia, but with no success. I go on
> searching, but perhaps someone, if he has a lot of time ;), could try to
> write a simple vertex shader for osgShadow::ShadowMap for passing texture
> attributes etc. to the fragment program. I tried it, but for me it is not
> working. If someone else could get it working I would know that the problem
> is on my site. Thanks to you Robert and everybody else.
>
> --marcus
>
> Robert Osfield wrote:
>
>> Hi Marcus,
>>
>> It could be that the OpenGL driver isn't implementing the built in
>> uniforms correctly. Go search for driver updates or the manufacturers
>> forums.
>>
>> On 9/4/07, mfritzen at uni-koblenz.de <mfritzen at uni-koblenz.de> wrote:
>>
>>
>>> So, now I have erased all warnings, but it still does not work. How I
>>> mentioned before, could there be a problem with the texture Matrix
>>> (gl_TextureMatrix[1] in the vertex shader). How can I check, that the
>>> texture matrix is set up correctly in my main program? Btw turning on
>>> the debug level was helpful for erasing the warning, but I could not
>>> found any errors.
>>> Thanks
>>>
>>> -marcus
>>>
>>>
>>>
>>>> No I have not checked it. But I think the code is correct, because
>>>> when I use it without the vertex shader, it is working fine (the
>>>> same code). The warnings are just casting stuff, I will clean up
>>>> now. But I think this is not the problem, but I will also check my code
>>>>
> with glvalidate.
>
>>>>
>>>>
>>>>> Have you checked your shader with glvalidate program from
>>>>> 3dlabs?what are the warnings?these usually are important to resolve.
>>>>>
>>>>> On 9/3/07, mfritzen at uni-koblenz.de <mfritzen at uni-koblenz.de> wrote:
>>>>>
>>>>>
>>>>>> So, the notify thing is working now. I get the info logs when
>>>>>> compiling, but everything seems to be fine. The glProgram links
>>>>>> correctly, just some casting warnings. I really don't know why it
>>>>>> fails. Could there be a problem with the gl_TextureMatrix[1] in
>>>>>> the vertex program? What I want is simply to transfer the
>>>>>> gl_TexCoords of my shadowMap to the frag program.
>>>>>> I
>>>>>> am still thankful for every hint.
>>>>>>
>>>>>> --marcus
>>>>>>
>>>>>>
>>>>>>
>>>>>>> Yeah, i have searched the website, but this I have not found ;)
>>>>>>>
>>>>>>>
>>>>>> Thanks
>>>>>>
>>>>>>
>>>>>>> Robert.
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>> http://www.openscenegraph.org/projects/osg/wiki/Support/TipsAndT
>>>>>>>> ricks
>>>>>>>>
>>>>>>>> On 9/3/07, mfritzen at uni-koblenz.de <mfritzen at uni-koblenz.de> wrote:
>>>>>>>>
>>>>>>>>
>>>>>>>>> Hi Mike,
>>>>>>>>>
>>>>>>>>> first thanks for your answer, but could you or someone else
>>>>>>>>> tell me
>>>>>>>>>
>>>>>>>>>
>>>>>> how
>>>>>>
>>>>>>
>>>>>>>>> to
>>>>>>>>> turn on the notify level? I never worked with it.
>>>>>>>>>
>>>>>>>>> Thanks.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>> Hi,
>>>>>>>>>>
>>>>>>>>>> Turn up the notify level to retrieve the infologs for
>>>>>>>>>> compilation
>>>>>>>>>>
>>>>>>>>>>
>>>>>> and
>>>>>>
>>>>>>
>>>>>>>>>> linking. There could be some other error preventing creation
>>>>>>>>>> of
>>>>>>>>>>
>>>>>>>>>>
>>>>>> a
>>>>>>
>>>>>>
>>>>>>>>>> functioning glProgram.
>>>>>>>>>>
>>>>>>>>>> -- mew
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
>>>>>>>>>> http://www.zebraimaging.com/
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>> -----Original Message-----
>>>>>>>>>>> From: osg-users-bounces at lists.openscenegraph.org
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>> [mailto:osg-users-
>>>>>>
>>>>>>
>>>>>>>>>>> bounces at lists.openscenegraph.org] On Behalf Of Marcus Fritzen
>>>>>>>>>>> Sent: Thursday, August 30, 2007 4:24 AM
>>>>>>>>>>> To: osg-users at lists.openscenegraph.org
>>>>>>>>>>> Subject: [osg-users] textures and shader
>>>>>>>>>>>
>>>>>>>>>>> Hello,
>>>>>>>>>>>
>>>>>>>>>>> I have a little problem using texture coordinates with shader.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>> The
>>>>>>
>>>>>>
>>>>>>>>>>> problem is, if I use a vertex program with varying for the
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>> fragment
>>>>>>
>>>>>>
>>>>>>>>>>> program, the texture coordinates seem to be incorrect, but if
>>>>>>>>>>> I
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>> just
>>>>>>
>>>>>>
>>>>>>>>>> use
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>> the fragment program without the vertex program everything is
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>> fine.
>>>>>>
>>>>>>
>>>>>>>>>> For
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>> example when computing shadows:
>>>>>>>>>>>
>>>>>>>>>>> VERT
>>>>>>>>>>> ...
>>>>>>>>>>> vertex = gl_ModelViewMatrix * gl_Vertex; gl_TexCoord[0] =
>>>>>>>>>>> gl_MultiTexCoord0; gl_TexCoord[1] = gl_TextureMatrix[1] *
>>>>>>>>>>> vertex; ...
>>>>>>>>>>> FRAG
>>>>>>>>>>> ...
>>>>>>>>>>> float depth = shadow2DProj( shadowTexture, gl_TexCoord[1]
>>>>>>>>>>> ).x; ...
>>>>>>>>>>> this is not working. On texture unit 0 is the base texture,
>>>>>>>>>>> on 1
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>> the
>>>>>>
>>>>>>
>>>>>>>>>>> shadowmap. But without the vertex program it is working.
>>>>>>>>>>> Anybody
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>> any
>>>>>>
>>>>>>
>>>>>>>>>>> hints?
>>>>>>>>>>>
>>>>>>>>>>> Thanks,
>>>>>>>>>>> Marcus
>>>>>>>>>>> _______________________________________________
>>>>>>>>>>> osg-users mailing list
>>>>>>>>>>> osg-users at lists.openscenegraph.org
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegr
>>>>>> aph.or
>>>>>>
>>>>>>
>>>>>>>>>> g
>>>>>>>>>> _______________________________________________
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>>>>>>>>>> osg-users at lists.openscenegraph.org
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegr
>>>>>> aph.org
>>>>>>
>>>>>>
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>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
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>>>>>> aph.org
>>>>>>
>>>>>>
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>>>>>>>>
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>>>>>>
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