Can no longer pass "arguments" to shaders for some reason

Something might be wrong on my end, since once I was able to create a multicolor triangle entirely with GLSL 1.20, to test the OpenGL capabilities of my own SDL2/RayLib like solution, iota.

Then I decided to move to textures, but I not only barely could find anything about how I should be passing the textures to the shaders for sampling, I no longer can compute the very positions required for sampling the textures.

In GLSL 1.20, no matter how I set glTexCoord[0], it’s all zeros in the fragment shader, despite the only difference between the test triangle is now I have two for a quad, and I added a texture to the mix. Same with GLSL 3.30, and whatever I try to pass from the vertex shader to the fragment shader.

What am I doing wrong?

Post some code. Both your vertex attribute bindings “and enables”, and your vertex shader that is trying to pull these in.

It also wouldn’t hurt to show how you’re stuffing non-zero values in your texcoord attribute array.

Solved it, I just needed to locate the “show full code” on tutorials, as they didn’t really show what go where.