I am also not a Java (not with opengl at least) person but my guess would be would be that the space for the texture was never allocated correctly. Did you call glGenTexture and all that stuff (not...
Type: Posts; User: cookedbird
I am also not a Java (not with opengl at least) person but my guess would be would be that the space for the texture was never allocated correctly. Did you call glGenTexture and all that stuff (not...
fixed it
I had
glActiveTextureARB(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, myTexture);
glUniform1i(glGetUniformLocation(renderer->pTwo, "TheTexture"), myTexture);
where i needed
So I have no idea what I am doing wrong. For some reason my texture when loaded into the second fragment shader is black when it should be white. When I render it right to the screen it is white,...
Hmm, never hear of it, how is it better?
What is the better way to update my game. Update it before I draw during glutDrawFunc, or update it during glutIdleFunc?
Okay, I think I realized what my problem was. I didn't realize that you could change uniforms between draw calls, I thought everything was drawn once glFlush was called or something like that, so I...
so I want to do your "looked up" by the shader but I don't know how. what it sounds like you said is something like
uniform mat4 skeleton[][];
in int joint;
void main(void)
{
mat4...
Sorry if this is vague, but I don't really know what I'm looking for to solve this, and I don't really know what to ask. I have a couple different meshes that I am rendering with different vbos. What...