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Unable to load multiple textures in opengl es 2.0

I'm attempting to load two textures and pass them on to two samplers in my shader, however both the samplers return the first texture I load. Furthermore if I don't load a texture into GL_TEXTURE0, both the samplers return black. I've reduced it to a single sampler/texture and still have the same issue:

    GLuint texture1;

    glGenTextures(2, &texture1);

    glActiveTexture(GL_TEXTURE0); //if this is GL_TEXTURE开发者_JS百科1 or any other, I get black
    glBindTexture(GL_TEXTURE_2D, texture1);
    glEnable(GL_TEXTURE_2D);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    [self LoadTextureData: [[NSBundle mainBundle] pathForResource:@"normals" ofType:@"png"]];

    glUniform1i(uniforms[SAMPLER_1], 1); //whether this is 0 or 1 or anything else doesn't seem to make any difference for both samplers. 

    return TRUE;

Any ideas on what I'm doing wrong? I'm reasonably sure my sampler indices are correct, as is my shader. LoadTextureData boils down to a glTexImage2D.

Edit: This is how I attempt to load and set the two textures

        //texture 1
    GLuint texture1;

    glGenTextures(1, &texture1);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, texture1);
    glEnable(GL_TEXTURE_2D);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

    [self LoadTextureData: [[NSBundle mainBundle] pathForResource:@"normals" ofType:@"png"]];

    //texture 2
    GLuint texture2;

    glGenTextures(1, &texture2);

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, texture2);
    glEnable(GL_TEXTURE_2D);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);


    [self LoadTextureData: [[NSBundle mainBundle] pathForResource:@"bricks" ofType:@"jpg"]];


    glUniform1i(uniforms[SAMPLER_1], 0);
    glUniform1i(uniforms[SAMPLER_2], 1);

The result is both samplers return the 'normals' image.

LoadTextureData, assignment of sampler IDs, and my shader can be found at http://paste2.org/p/1514200


The long of the short of it: make sure you assign textures to samplers -after- the shader is loaded. I was tricked into thinking uniforms[] is assigned correctly because I was only checking it after all loading had completed.


GLuint texture1;
glGenTextures(2, &texture1);

You generate two textures, but alloc variable only for one.

Try this:

GLuint textures[2];
glGenTextures(2, textures);


This just happened to me and I spent 2 or 3 hours trying to figure it out. Your answer was right for you but this was what I was doing...

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureInfo[textureIndex].texture);
glUniform1i(glPrograms[currentProgram].glUniforms[U_textureSampler], 0);

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textureInfo[textureIndex].texture);
glUniform1i(glPrograms[currentProgram].glUniforms[U_secondTextureSampler], 0);

My entire 3 hours of debugging, testing things, cursing, trying to figure out why BOTH textures were the same thing... was because of the 0 instead of a 1 on the 2nd one.

It should have been:

glUniform1i(glPrograms[currentProgram].glUniforms[U_secondTextureSampler], 1);

It's not just the GL_TEXTURE0 and GL_TEXTURE1 that makes it the 2nd texture. It's that 1 there too.

Hope it saves someone else a couple of hours.

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