hi all,
i have a strange problem that only occurs in the very first rendered frame.
i do combine 2 textures in a fragment shader by multiplying them and it works great,
but in the first frame only the second texture (texture unit 1) is ‘valid’
and all texels in unit 0 seem to be 1,1,1.
in other words:
gl_FragColor = texture2D(tex0, texCoord) * texture2D(tex1, texCoord);
results in gl_FragColor = texture2D(tex1, texCoord);
the texture in unit 0 is somehow ignored.
here is some code:
void render()
{
int location = gl.glGetUniformLocation(shaderProg, “tex0”);
gl.glUniform1i(location, 0);
and for tex1
gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glBindTexture(GL.GL_TEXTURE_2D, tex0.getTextureObject());
and for tex1
rendering
}
does somebody know this problem?
please help,
thanks
mike