hi ive been struggling with this. ive been reading the opengl programming guide and cant figure out how to map a texture to a primitive. my vertex shader looks like this.
const char *fshader =
"#version 430 core
"
"
"
"uniform sampler2D tex1;
"
"uniform sampler2D tex2;
"
"in vec2 texcoord;
"
"
"
"out vec4 color;
"
"
"
"void main(void)
"
"{
"
" color = texture(tex1, texcoord) + texture(tex2, texcoord);
"
"}
";
no matter what values i give to texcoord the images appear in the top right corner. im using SOIL.