Mixpicles
21st May 2011, 12:21
Hello, I would like to hand in two textures to the QGLSP.
glBindTexture(GL_TEXTURE_2D,fbo_render->texture() );
edgeShader->setUniformValue("color_texture",0);
glBindTexture(GL_TEXTURE_2D, fbo_pick->texture());
edgeShader->setUniformValue("pick_texture",0);
Both textures are fine and can displayed seperately without problems.
My Fragmentshader:
uniform sampler2D color_texture;
uniform sampler2D pick_texture;
void main() {
// Set the output color of our current pixel
gl_FragColor = texture2D(color_texture, gl_TexCoord[0].st);
}
For a start I would like to access the textures in the shader seperately.
Unfortunately I can only access the last bound texture.
glActiveTexture wont work, due to some issues with glew. Unfortunately again, I dont have time to fix my glew problems.
My question is: how can I use the qt stuff to sucessfully adress both bound textures simultaneously.
I will be very gratefull for hints leading to the solution of my predicament.
glBindTexture(GL_TEXTURE_2D,fbo_render->texture() );
edgeShader->setUniformValue("color_texture",0);
glBindTexture(GL_TEXTURE_2D, fbo_pick->texture());
edgeShader->setUniformValue("pick_texture",0);
Both textures are fine and can displayed seperately without problems.
My Fragmentshader:
uniform sampler2D color_texture;
uniform sampler2D pick_texture;
void main() {
// Set the output color of our current pixel
gl_FragColor = texture2D(color_texture, gl_TexCoord[0].st);
}
For a start I would like to access the textures in the shader seperately.
Unfortunately I can only access the last bound texture.
glActiveTexture wont work, due to some issues with glew. Unfortunately again, I dont have time to fix my glew problems.
My question is: how can I use the qt stuff to sucessfully adress both bound textures simultaneously.
I will be very gratefull for hints leading to the solution of my predicament.