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ravarcade

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About ravarcade

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  1. Because i'm writing mod to game, and everything i do, is in intercepted SwapBuffer. I do not load any libs.
  2. Found solution!   Problem was in init of glActiveTexture: PFNGLACTIVETEXTUREARBPROC pglActiveTexture = NULL; #define glActiveTexture pglActiveTexture; pglActiveTexture = (PFNGLACTIVETEXTUREPROC) wglGetProcAddress("glActiveTextureARB"); For some reason when i replace: glActiveTexture(GL_TEXTURE1);  with pglActiveTexture(GL_TEXTURE1); it start working.
  3. Hi I'm trying to pass 2 textures to fragment shader. But in shader only one texture is avaible.   I found that problem is in glActiveTexture.   After call with any args, like  glActiveTexture(GL_TEXTURE1), glActiveTexture(GL_TEXTURE2) .... i alway end in texture unit 0 here is part of code: glActiveTexture(GL_TEXTURE0); // debug GLenum e = glGetError(); // e = 0 GLint nn; glGetIntegerv(GL_ACTIVE_TEXTURE, &nn); // nn = GL_ACTIVE_TEXTURE = GL_TEXTURE0 glBindTexture(GL_TEXTURE_2D, leftEyeTextureHandle); glActiveTexture(GL_TEXTURE1); // !!! <- it does not work //debug GLenum e = glGetError(); // e = 0 GLint nn; glGetIntegerv(GL_ACTIVE_TEXTURE, &nn); // nn = GL_ACTIVE_TEXTURE = GL_TEXTURE0 !!!!!! glBindTexture(GL_TEXTURE_2D, rightEyeTextureHandle); I already cheacked: - GL_EXTENSIONS for GL_ARB_multitexture - tested "clean" example for multitexturing program and it work on same computer (GL_ACTIVE_TEXTURE gives GL_TEXTURE1 ...after glActiveTexture(GL_TEXTURE1)); - glActiveTextureARB - GL_MAX_TEXTURE_IMAGE_UNITS = 20 - GL_MAX_TEXTURE_UNITS = 4 - tests on other computers (gfx ati / nvidia)   Problem is in opengl state but i can't figure where is problem. Is there any "switch" to turn off multitexturing ?    fragment program: #version 150 uniform sampler2D left; uniform sampler2D right; in vec2 UV; out vec3 color; void main(){ if (mod(trunc(gl_FragCoord.x), 2.0) < 0.5) { color = texture(left, UV); } else { color = texture(right, UV); } }
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