Hi there
,
I want to draw OpenGL-stuff in a RenderTexture. It works fine, if I use the code from the OpenGL-Example and modify it a little bit to use
glVertexPointer and glNormalPointer.
But I want to use a shader so I can't use
glVertex- and
glNormalPointerBut when I use to do this, nothing happens and the screen7renderTexture keeps black!
The code:
void Game::makeTestModel()
{
glewInit();
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
// check for shader compile errors
int success;
char infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
//std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// fragment shader
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
// check for shader compile errors
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
//std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
}
// link shaders
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
// check for linking errors
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
//std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
float vertices[] = {
0.5f, -0.5f, -10.0f, // bottom right
-0.5f, -0.5f, -10.0f, // bottom left
0.0f, 0.5f, -10.0f // top
};
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glBindVertexArray(VAO);
}
And this is the drawing function:
void Game::internDraw()
{
m_Context3DTexture.setActive(true);
glBindVertexArray(VAO);
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(shaderProgram);
// render the triangle
glDrawArrays(GL_TRIANGLES, 0, 3);
m_Context3DTexture.setActive(false);
}
But all I see is a black screen/renderTexture. The shader is okay, I've tested the shader.
Did anybody know what I have to do to a scene (in a renderTexture) and use shader?
Chears