Cel shading : my model appears in black

Hi,
The code is very simple and i don’t understand why it don’t work :
i use a 1d texture for the shading, and there aren’t any error at compilation (i use renderMonkey 1.6)

the vertex shader

varying vec3 normal ;
varying vec4 lightVector ;

void main(void)
{
   normal = gl_NormalMatrix * gl_Normal;//to transform in eye coordinates

   lightVector = normalize(gl_LightSource[0].position) ;
  
   gl_Position = ftransform();//gl_ModelViewProjectionMatrix * gl_Vertex ; 
}  

the fragment shader :

varying vec3 normal ;
varying vec4 lightVector ;
uniform sampler1D hTex;//a handle for accessing a 1D texture
float intensity ;
vec4 color ;


void main(void)
{
   intensity = max(dot (normal, lightVector.xyz), 0.0);

//texture1D access to a texture's pixel                       
   color = texture1D(hTex, intensity);//intensity is the texture coordinate
   
//color computation 
   gl_FragColor = color ; 
                  
}  

Check if you set the sampler correctly.
I wouldn’t normalize the light position as vec4.
Use some hardcoded s-values to see if the color is taken from the texture.
Check if the normal is normalized.

it seems that it is a problem with renderMonkey cause when i set the texture as a 2d texture it works, nevertheless my texture has a height of one.

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