I'm trying to write some basic shaders to map a ppm file to my shapes. Unfortunately, instead of a nice multicoloured texture (I'm using a stone brick pattern), I get a solid shade of dark purple.
Here's my code:
Init:
printf("Using %d: Texture shading\n", shaderType);
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &textName);
int w, h;
texture = glmReadPPM("brick.ppm", &w, &h);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
printf("W%dH%d\n", w, h);
glTexImage2D(GL_TEXTURE_2D, 0, 3, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textName);
programID = LoadShaders("text.vert", "text.frag");
Render:
glClearColor( 0.6f, 0.85f, 1.0f, 1.0f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode (GL_MODELVIEW);
glLoadIdentity();
/*Unrelated code here*/
glUseProgram(programID);
varloc = glGetUniformLocation(programID,"texture1");
glUniform1i(varloc, textName);
glLightfv(GL_LIGHT0, GL_SPOT_CUTOFF, &cutOff);
gluLookAt (posx, posy, zoom,
lookx,looky,0,
0,1,0);
glRotatef(anglex,0.0f,1.0f,0.0f);
glRotatef(angley,1.0f,0.0f,0.0f);
renderTriangles(); //Renders mountains from a list using intermediate mode
// Yes, I know it's deprecated
glutSwapBuffers();
glui->sync_live();
glUseProgram(0);
Vertex Shader:
varying vec2 uv;
void main() {
uv = vec2(gl_MultiTexCoord0.st);
gl_Position = ftransform();
}
Fragment Shader:
uniform sampler2D texture1;
varying vec2 uv;
void main() {
gl_FragColor = texture2D(texture1, uv);
}
Does anyone see any problems here? I can't seem to figure it out.
I tried with a basic White and Read 2x2 float, but again, I got one colour. It was a light red.