the tilemap_pixels is a 50x100 image of every pixel being color.r = 150, as you can see. the saved image on disk confirms that as well..the result from the shader is an all-green image though. and i tried playing with the coordinates and all kinds of things. it leads me to believe that it simply isn't sending it like it should. i'm not getting any warnings like it isn't being loaded or anything, and this method is in fact being run...
shader code:
http://pastie.org/5375234what i set in my game..
image.setPixel(x, y, sf::Color(150, 0,0));
++x;
}
++y;
x = 0;
}
image.saveToFile("test999999.png");
std::cout << "image size, width: " << image.getSize().x << " height: " << image.getSize().y << "\n";
sf::Texture texture;
texture.loadFromImage(image);
m_shader->setParameter("tilemap_pixels", texture);
here's a gltrace from glsldevil, that's the best kind of "debugging" i can find...
http://fpaste.org/WIoZ/