Texture rendering and VBO's [OpenGL/SDL/C++]?

The call that set the sampler uniform shall not set GL_TEXTUE0, but actually 0.

The call that set the sampler uniform shall not set GL_TEXTUE0, but actually 0. Indeed: glUniform1i(location, 0) For setting up a sampler uniform do: glUseProgram(progId); // ... glActiveTexture(GL_TEXTURE0 + texUnit); glBindTexture(texId); glUniform1i(texUnit); The main concept is that the uniform variable are a shader program state (it is mantained until you re-link the program or reset the uniform value). Without binding a program, glUniform1i shall fail since there's not shader program at which it can set the uniform value!

As a general advice, call glGetError after each OpenGL call to detect these conditions. Most of those calls can be removed by preprocessor in release version.

Ah! Silly mistake I guess :P Unfortunately, my texture is still not being applied properly :( If any additional code would be helpful I can gladly supply it, I just didn't want to make the initial post a giant wall of text. – user1090187 Dec 9 '11 at 19:13 You also don't bind the texture before calling glActiveTexture.

Instead you did after. – Luca Piccioni Dec 10 '11 at 7:31 Tried it, still no luck. :/ Is it perhaps because I'm not interleaving the UV data in the vertex array?

This was my original hypothesis, but my attempts to interleave the data originally left everything a mess so I attempted to simplify things until it worked. – user1090187 Dec 10 '11 at 8:20 See edits: you don't bind the program before setting the uniform. – Luca Piccioni Dec 10 '11 at 10:49 Ah, whoops.In the midst of swapping everything around in a blind hope of achieving something I never returned that to the way I had it.

I'm still having no luck rendering it, however. GDE still gives me nothing useful other than reassuring me that my texture is loading properly. – user1090187 Dec 10 '11 at 13:23.

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