I've been having a lot of problems using multiple textures sent to a
glsl shader when using the framebuffer. Here is the basic problem:
I create two checkers textures that are floating point textures. I
send the textures to a glsl shader. The result (combines the
textures) is fine when not using the framebuffer. However I get black
when using the framebuffer.
I'm using OpenGL 2.0 on a Mac with OSX 10.4.10. I'm using the FBO
class from this site. I use GL_TEXTURE_2D and GL_RGBA32F_ARB (I tried
GL_RGBA16F_ARB, but it doesn't change anything). It works fine when I
download it and run it with the sample program (edge filter on the
teapot and tori). It works [i]fine[/i] with a [i]single checkers
texture[/i] as well. It's just when I try to do multiple texturing.
Any help is greatly appreciated. I've been at this for two weeks with
no proress and its driving me crazy.
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