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Thread: Texture Mapping Issue

  1. #21
    Senior Member OpenGL Guru
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    I cannot get the "warping" to occur. Changed the texture to a chequerboard pattern to make it more clear. Also tested on Windows.

    So it's starting to look like it might be a driver issue.

  2. #22
    Intern Newbie
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    Quote Originally Posted by GClements View Post
    I cannot get the "warping" to occur. Changed the texture to a chequerboard pattern to make it more clear. Also tested on Windows.

    So it's starting to look like it might be a driver issue.
    Yep. And I just tested it on another computer, and it worked! Wonderful...... A very bitter sweet victory. Is there any way to fix my drivers? Or is that another thread's worth of question?

  3. #23
    Junior Member Regular Contributor
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    Code :
    GLuint sampID = glGetAttribLocation(programID, "TextSamp2D");

    But you actually see the texture?

  4. #24
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    Quote Originally Posted by hlewin View Post
    Code :
    GLuint sampID = glGetAttribLocation(programID, "TextSamp2D");

    But you actually see the texture?
    Yeah. And on any computer but my laptop the texture shows up perfectly. Should I ppst my specs? Would that help?

  5. #25
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    That line is a clear mistake - you should be calling glUniformLocation.
    Apart from this I do not see anything that could cause your issue.

    A thing I'd try for debbuging is to directly use the texcoords as fragment color in the fs. Something like
    Code :
    gl_FragColor = vec4(f_UV, 0.0, 1.0);
    and have a look if the color gradient warps too.

  6. #26
    Intern Newbie
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    Quote Originally Posted by hlewin View Post
    That line is a clear mistake - you should be calling glUniformLocation.
    Apart from this I do not see anything that could cause your issue.

    A thing I'd try for debbuging is to directly use the texcoords as fragment color in the fs. Something like
    Code :
    gl_FragColor = vec4(f_UV, 0.0, 1.0);
    and have a look if the color gradient warps too.
    Actually somebody suggested that in this thread. If I was looking at them correctly, they were bending the exact same way as the textures would be. But it was a little less pronounced because of the blending.

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