SFML community forums
Help => Graphics => Topic started by: ninjamint on January 27, 2010, 06:01:44 pm
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// set wrapping & texture units
glActiveTexture( GL_TEXTURE0 );
glClientActiveTexture( GL_TEXTURE0 );
glEnable( GL_TEXTURE_2D );
myWater.Bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable( GL_TEXTURE_2D );
glActiveTexture( GL_TEXTURE1 );
glClientActiveTexture( GL_TEXTURE1 );
glEnable( GL_TEXTURE_2D );
myCubeMap.Bind();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glDisable( GL_TEXTURE_2D );
this can't be correct... although it should be, right? I have 2 samplers in my GLSL only, only the first one though, is binding to "myWater", which makes since, but the second will not bind correctly =|
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SFML doesn't allow this, as the texture may internally have white borders.
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any idea about multi-textures & GLSL laurent?
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Hum? Have you completely changed your first post??
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maaaybeh
** nevermind tho, fixed it **