[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]
[pygame] [pyopengl] glActiveTexture(GL_TEXTURE1) cause failure in my code, can't get the reason why
Hi all.
I was trying to play with GLSL multi-texturing and as usual the
problems don't want stay far away from me.
Now i get problem with Texture units.
glActiveTexture(GL_TEXTURE1) cause failure, i can't get the reason
why.
If i use only glActiveTexture(GL_TEXTURE0) then it's is OK, but in
this case i am able to transfer only one texture to fragment shader
with is not enough for multi-texturing.
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB) returns me 32,
also i checked this in
Also i found that all these works good on http://www.pygame.org/project-glLib+Reloaded-1326-.html
glLibShader.py, glLibTexturing.py, parallaxmapping.py[Tutorial]
I tried to compare and identify the difference in
glActiveTexture(GL_TEXTURE1 call and functions surround it , no luck,
probably the difference exist in some stage of init, but it is hard to
identify what exactly i missed.
Also code for quick look can be found here:
http://bpaste.net/show/13480/
The log of fault
[code]
Fragment shader(s) linked, vertex shader(s) linked.
1 -1
32
Traceback (most recent call last):
File "GLSL_uniform_multitexturing_TMP.py", line 18, in
glLibTestErrors
function()
File "GLSL_uniform_multitexturing_TMP.py", line 201, in main
glPopMatrix()
File "/usr/lib/pymodules/python2.6/OpenGL/error.py", line 208, in
glCheckError
baseOperation = baseOperation,
GLError: GLError(
err = 1282,
description = 'invalid operation',
baseOperation = glPopMatrix,
cArguments = ()
)
[/code]
Thank for support in advance!