Advertisement Jump to content
Sign in to follow this  

Does fbo collide with the GL_TEXTURE_SHADER_NV?

This topic is 4562 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I have two programs. One is using the GL_TEXTURE_SHADER_NV, the other is using the FBO. Both work fine. However, there is nothing to be rendered when I combine the GL_TEXTURE_SHADER_NV program into the FBO framwork. The program works if I use "glDisable(GL_TEXTURE_SHADER_NV)" between "FBO.begin()" and "FBO.end()". So I was wondering whether the GL_TEXTURE_SHADER_NV collides with the FBO? Does anybody know how to solve it? Please help. Thanks! The followings are parts of my program: //display function ... ... glLoadIdentity(); glPushMatrix(); glTranslatef(0.04,0.04,-0.5); glScalef(2.0,1.5,1.0); glActiveTextureARB(GL_TEXTURE2_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, flotteTex.TexNum[ENV_TEX]); glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, T_Refraction); glActiveTextureARB(GL_TEXTURE0_ARB); glBindTexture(GL_TEXTURE_2D, T_Water); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_TEXTURE_SHADER_NV); for(x=0;x<9;x++) { glBegin(GL_TRIANGLE_STRIP); for(y=0;y<10;y++) { glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 0.5, 0.5); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(-W+x*W/1.94)+0.217,(-W+y*W/1.94)+0.217); glMultiTexCoord2fARB(GL_TEXTURE0_ARB, x/10.0, y/10.0); glVertex2f((-W+x*W/5.0),(-W+y*W/5.0)); glMultiTexCoord2fARB(GL_TEXTURE2_ARB, 0.5, 0.5); glMultiTexCoord2fARB(GL_TEXTURE1_ARB,(-W+(x+1)*W/1.94)+0.217,(-W+y*W/1.94)+0.217); glMultiTexCoord2fARB(GL_TEXTURE0_ARB, (x+1)/10.0, y/10.0); glVertex2f((-W+(x+1)*W/5.0),(-W+y*W/5.0)); } glEnd(); } glActiveTextureARB(GL_TEXTURE2_ARB); glDisable(GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glActiveTextureARB(GL_TEXTURE0_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDisable(GL_TEXTURE_SHADER_NV); glPopMatrix(); ...

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!