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sandbucket
09-09-2013, 04:09 PM
hi i am reading the opengl programming guide and am trying to display textured point sprites.
here are my shaders:

const char *fshader =

"#version 430 core \n"

" \n"

"uniform sampler2D tex1; \n"

"uniform sampler2D tex2; \n"


" \n"

"out vec4 color; \n"

" \n"

"void main(void) \n"

"{ \n"

" color = texture(tex1, gl_PointCoord) + texture(tex2, gl_PointCoord); \n"

"} \n";


const char *vshader =
"#version 430 core \n"
"layout (location = 0) in vec4 vertices;\n"
" \n"

"void main(void) \n"

"{ \n"

" \n"

" gl_Position = vertices; \n"
"} \n";

i then just simply set the point size using glPointSize(60) load my textures with SOIL and setup my array buffer and draw four points. all i get is one color for all the points. im also binding the textures to the appropriate texture unit. what am i doing wrong?

GClements
09-10-2013, 01:24 AM
i then just simply set the point size using glPointSize(60) load my textures with SOIL and setup my array buffer and draw four points. all i get is one color for all the points.
Have you tried glEnable(GL_POINT_SPRITE)? It may be required if you're using a compatibility profile context.

sandbucket
09-10-2013, 08:41 AM
GL_POINT_SPRITE was removed in 3.2. anybody see anything else wrong with this. ive tried also setting the size in my vertex shader (gl_PointSize) and enabling GL_PROGRAM_POINT_SIZE. does anybody know what i did wrong?