my fragment shader is :
uniform sampler2D Data;
uniform sampler1D transfer;
void main()
{
gl_FragColor.rga = texture2D(Data,gl_TexCoord[0].st).rga;
gl_FragColor.b = texture1D(transfer,gl_TexCoord[1].s).b;
}
in my Render function:
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, Texture2D);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_1D, Texture1D);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(0.0, 0.0, 0.0);
glTexCoord2f(0.0, 1.0);
glVertex3f(5.0, 0.0, 0.0);
glTexCoord2f(1.0, 1.0);
glVertex3f(5.0, 5.0, 0.0);
glTexCoord2f(1.0, 0.0);
glVertex3f(0.0, 5.0, 0.0);
glEnd();
But the quad is invisible. why?