supagu
12-10-2004, 03:33 AM
okay, ive got a little skinning demo working, and its only a vertex shader. Now the problem seems to be that i can't apply a texture.
im just getting a black mesh!
i've set up uv coords like so:
gl_TexCoord[0] = gl_MultiTexCoord0;
now when debugging i added the line:
gl_FrontColor = gl_MultiTexCoord0;
after adding this i can now see the texture blended with some funkey colours (my uv coords as colours).
does gl_FrontColour have to be set to some value?
setting it to white seems to do the job.
would be nice not to have to include this line though?
must gl_FrontColour always be set if no fragment shader is used, and why?
im just getting a black mesh!
i've set up uv coords like so:
gl_TexCoord[0] = gl_MultiTexCoord0;
now when debugging i added the line:
gl_FrontColor = gl_MultiTexCoord0;
after adding this i can now see the texture blended with some funkey colours (my uv coords as colours).
does gl_FrontColour have to be set to some value?
setting it to white seems to do the job.
would be nice not to have to include this line though?
must gl_FrontColour always be set if no fragment shader is used, and why?