I am trying to use multiple textures in the same scene but no matter what I try the same texture is loaded for each object. So this what I am doing at the moment, I initialise each shader:
rightWall.SendShaders("wall.vert","wall.frag","brick3.bmp", "wallTex", 0);
demoFloor.SendShaders("floor.vert","floor.frag","dirt1.bmp", "floorTex", 1);
The code in SendShaders is:
GLuint vert,frag;
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
char *vs = NULL,*fs = NULL;
vert = glCreateShader(GL_VERTEX_SHADER);
frag = glCreateShader(GL_FRAGMENT_SHADER);
vs = textFileRead(vertFile);
fs = textFileRead(fragFile);
const char * ff = fs;
const char * vv = vs;
glShaderSource(vert, 1, &vv, NULL);
glShaderSource(frag, 1, &ff, NULL);
free(vs); free(fs);
glCompileShader(vert);
glCompileShader(frag);
program = glCreateProgram();
glAttachShader(program, frag);
glAttachShader(program, vert);
glLinkProgram(program);
glUseProgram(program);
LoadGLTexture(textureImage, texture);
GLint location = glGetUniformLocation(program, textureName);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(location, 0);
And then in the main loop:
rightWall.UseShader();
rightWall.Draw();
demoFloor.UseShader();
demoFloor.Draw();
Which ever shader is initialised last is the texture which is used for both objects. Thank you for your time and I appreciate any comments.