Hello! i tried batch rendering textures but this weird thing happens if i assign the 2nd texture to the face
so the textures are overlapping
here is the code:
vertex shader:
#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in float aTexIndex;
uniform mat4 camMatrix;
out vec2 TexCoord;
out float TexIndex;
void main()
{
gl_Position = camMatrix * vec4(aPos.x, aPos.y, aPos.z, 1.0f);
TexCoord = aTexCoord;
TexIndex = aTexIndex;
}
fragment shader:
#version 460 core
layout (location = 0) out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D samplerT[2];
in float TexIndex;
void main()
{
int index = int(TexIndex);
FragColor = texture(samplerT[index], TexCoord);
}
Texture struct:
struct Texture {
GLuint textureID;
Texture(const char* FileName, GLint first, GLint second)
{
glCreateTextures(GL_TEXTURE_2D, 1, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int width, height, nrChannels;
unsigned char* data = stbi_load(FileName, &width, &height, &nrChannels, STBI_rgb);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
stbi_image_free(data);
}
void BindTexture(GLuint unit)
{
glBindTextureUnit(unit, textureID);
}
};
those functions are called in while loop
texture2.BindTexture(1);
texture.BindTexture(0);