I am messing around with programmable vertex pulling, using buffer textures to store indices and vertex attributes. The problem is that when I try to bind my index containing buffer texture to GL_TEXTURE0, it doesn't work. If I bind it to any other texture unit, it works. Please excuse the mess. http://pastebin.com/tKQSDPN2
glBindMultiTextureEXT(GL_TEXTURE0, GL_TEXTURE_BUFFER, TextureName[TEXTURE_INDEX]);
Change to (for example):
glBindMultiTextureEXT(GL_TEXTURE10, GL_TEXTURE_BUFFER, TextureName[TEXTURE_INDEX]);
glProgramUniform1i(shader_program, 0, 0);
glProgramUniform1i(shader_program, 0, 10);
With that change, it suddenly works for me.