5th texture displays fine in window, on FBO not
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:
glBindTexture( GL_TEXTURE_2D, texture5 );
texLoc = glGetUniformLocation(ShaderProgram, "tex5");
Anyone can shed some light? It would be really appreciated.
Thanks in advance