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?