problems texture mapping in modern OpenGL 3.3 using GLSL #version 150
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RubyKing
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Published on 2012-03-24T13:49:45Z
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2012/03/24
17:38 UTC
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Hi all I'm trying to do texture mapping using Modern OpenGL and GLSL 150.
The problem is the texture shows but has this weird flicker I can show a video here
http://www.youtube.com/watch?v=xbzw_LMxlHw
and I have everything setup best I can
have my texcords in my vertex array sent up to opengl
I have my fragment color set to the texture values and texel values I have my vertex sending the textures cords to texture cordinates to be used in the fragment shader I have my ins and outs setup and I still don't know what I'm missing that could be causing that flicker.
here is my code
FRAGMENT SHADER
#version 150
uniform sampler2D texture; in vec2 texture_coord; varying vec3 texture_coordinate; void main(void){ gl_FragColor = texture(texture, texture_coord); }
VERTEX SHADER
#version 150 in vec4 position; out vec2 texture_coordinate; out vec2 texture_coord; uniform vec3 translations;
void main() {
texture_coord = (texture_coordinate); gl_Position = vec4(position.xyz + translations.xyz, 1.0);
}
Last bit
here is my vertex array with texture cordinates
GLfloat vVerts[] = {
0.5f, 0.5f, 0.0f, 0.0f, 1.0f ,
0.0f, 0.5f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.5f, 0.0f, 0.0f, 1.0f, 0.0f}; //tex x and y
HERE IS THE ACTUAL FULL SOURCE CODE
if you need to see all the code in its fullest glory here is a link to every file http://ideone.com/7kQN3
thank you for your help
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