hello,
Wesley Smith a écrit :
I'm not sure how this works in GEM, but somewhere you have to call:
glUniform1ivARB(samplerLocation, multiTexIndex);
In other words, the texture unit index value you're binding to has to be passed to the sampler's uniform parameter, otherwise it will default to 0 and only give you 1 texture.
i think this call should be made in glsl_program. well, i'll have to open the source code in order to try to understand.
thanks Cyrille
wes
On 5/3/07, cyrille henry cyrille.henry@la-kitchen.fr wrote:
hello,
i still have problem trying to have multiple texture on a shader to work.
i just adapt the pix_multitexture exemple jamie send month ago on this list (see attachment).
my problem is that i can only access to my 1st texture in the shader.
the 2 textures have the same size. i've test this patch on linux and osX with the same result.
my shader look like this :
void main() { gl_TexCoord[0] = gl_MultiTexCoord0; // gl_TexCoord[1] = gl_MultiTexCoord1; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
and
uniform sampler2DRect txtur, txtur2;
void main (void) { vec4 color; color = texture2DRect(txtur, gl_TexCoord[0].st) + texture2DRect(txtur2, gl_TexCoord[0].st);
gl_FragColor = 0.5 * color + 0.1 ;
}
i'll be very happy if someone could help me.
thanks Cyrille
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