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author | Sebastian Park <SebPark03@gmail.com> | 2024-05-05 02:41:56 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-05-05 02:41:56 -0400 |
commit | 551b160b816cdfa446de800140aa1c7aef352b19 (patch) | |
tree | 3f5c1f7c24f187e0dae9da6c95538312cdb11489 /src/graphics | |
parent | 045eb047c556898606005e548c16f102ac02e995 (diff) |
Get FBOs working.
Diffstat (limited to 'src/graphics')
-rw-r--r-- | src/graphics/shape.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp index 07af24a..980f1da 100644 --- a/src/graphics/shape.cpp +++ b/src/graphics/shape.cpp @@ -138,11 +138,13 @@ void Shape::draw(Shader *shader, GLenum mode) // Not that one texture is overwriting the other, because if we just load sky it doesn't work // Draws whatever is bound to texture0 no matter what. // Drawing the ground texture. + /* glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_ground_texture); // glBindTexture(GL_TEXTURE_2D, 0); shader->setUniform("groundSampler", 0); glUniform1i(glGetUniformLocation(shader->id(), "groundSampler"), 0); + */ // https://stackoverflow.com/questions/67277087/opengl-glsl-multiple-texture-binding-not-working // FIGURED OUT THE PROBLEM. it was that SAMPLERS WERE DEFAULTING TO SLOT 0 AND SETUNIFORM WASN'T WORKING |