Hi. I have been working on very simple app that map a texture on quad. When used with fixed pipeline texture is mapped quite nice, but when i rewrote it to use shaders texture looks like it’s blurred (like wrong coord’s). I use linux with mesa 6.5.2
ATI XPress200M fglrx drivers. Here is drawing code
void drawGLScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-1.1f);
glActiveTexture(GL_TEXTURE0);
tekstura.bind_texture(0); //glBindTexture(GL_TEXTURE_2D, texture[0]);
int texture_location = glGetUniformLocation(p, "tex");
glUniform1iARB(texture_location, 0);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-1.0f,1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(1.0f,-1.0f, 0.0f);
glEnd();
}
Vertex Shader
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
Pixel Shader
uniform sampler2D tex;
void main()
{
gl_FragColor = texture2D(tex, gl_TexCoord[0].xy);
}
Could somebody tell me where bug is ?