Hello,

I am relatively new to openGl and GPGPU. I am trying to implement an algorithm which needs input for 5 or more texture images to calculate the result.

I have this small problem. I use 5 textures for my input in a GPGPU computation. If i render the each texture using the shader like gl_gl_FragColor=(texture5,1) it shows just fine.

But if i use fbo i get a -1#INF. I though that the problem using more than 4 textures on a FBO was if you used attachmentpoints not binding the with uniform variables like this:

glActiveTexture(GL_TEXTURE4);
glBindTexture( GL_TEXTURE_2D, texture5 );
texLoc = glGetUniformLocation(ShaderProgram, "tex5");
glUniform1i(texLoc, 4);

Anyone can shed some light? It would be really appreciated.
Thanks in advance