Proper way to do texture mapping in modern OpenGL?
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RubyKing
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Published on 2012-03-24T13:49:45Z
Indexed on
2012/03/26
23:41 UTC
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I'm trying to do texture mapping using OpenGL 3.3 and GLSL 150.
The problem is the texture shows but has this weird flicker I can show a video here.
My texcords are in a vertex array. I have my fragment color set to the texture values and texel values. I have my vertex shader sending the texture 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 coordinates:
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
If you need to see all the code, here is a link to every file.
Thank you for your help.
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