I’m now rewriting my dynamic cubemapping demo into GLSL shaders from fixed pipelines,
but I have a problem with cubemap fetch and the cubemap location.
fragment shader:
uniform samplerCube CubeMap;
varying vec3 vTexCoord;
void main(void)
{
gl_FragColor = textureCube(CubeMap, vTexCoord);
}
main program:
#define CUBE_MAP_ID 0
GLuint g_CubeMap;
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, g_CubeMap);
g_CubeMapLoc = glGetUniformLocationARB(g_ProgObj, "CubeMap");
glUniform1iARB(g_CubeMapLoc, CUBE_MAP_ID);
Does anywone know what the problem is?
Thanks.