Entire screen turns white when switching to textures

I am working to implement textures in my program. I have trimmed it down to display a single quad on-screen, with space around it showing background color black. In my texture class, I have used glGetError to make sure there was no problem with generating the texture, and I use glGetProgramiv to test my shaders.

When using colors in my fragment shader, everything seems to look just fine. I also know the data is packed correctly, because each triangle shows up as expected. The problem occurs as soon as I switch from getting my fragment color from the incoming vertex data to using a texture lookup. As soon as this change takes place, the entire screen goes white. I am using GLFW to handle window and input, and I know the program does not freeze because I can still use my exit key to close the program.
Here is my vertex and fragment shaders:
shader.vert

#version 430 core
layout(location = 0) in vec3 vPosition;
layout(location = 1) in vec2 vUV;
layout(location = 2) in vec3 vColor;

uniform mat4 MVP;

out vec4 color;
out vec2 uv;

void main() {
	gl_Position = MVP * vec4(vPosition, 1.0f);

	color = vec4(vColor, 1.0f);
	uv = vUV;
}

shader.frag

#version 430 core
in vec2 uv;
in vec4 color;

out vec4 fColor;

uniform sampler2D Sampler;

void main() {
//fColor = color;
fColor = texture(Sampler, UV);
}

zTexture.cpp

#include "zTexture.h"

zTexture::zTexture() {

}

bool zTexture::loadTexture(const char* fileName) {
	gli::texture Texture = gli::load(fileName);
	if (Texture.empty())    
		return false;   
	
	gli::gl GL(gli::gl::PROFILE_GL33);  
	gli::gl::format const Format = GL.translate(Texture.format(), Texture.swizzles());   
	GLenum Target = GL.translate(Texture.target());   
	
	GLuint TextureName = 0;   
	glGenTextures(1, &TextureName);  
	GLenum e = glGetError();
	glBindTexture(Target, TextureName);   
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_BASE_LEVEL, 0);
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_MAX_LEVEL, static_cast<GLint>(Texture.levels() - 1));
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_SWIZZLE_R, Format.Swizzles[0]);
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_SWIZZLE_G, Format.Swizzles[1]);
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_SWIZZLE_B, Format.Swizzles[2]);
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_SWIZZLE_A, Format.Swizzles[3]);
	e = glGetError();
	glTexParameterf(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	e = glGetError();
	glTexParameterf(Target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	e = glGetError();

	glm::tvec3<GLsizei> const Extent(Texture.extent());   
	GLsizei const FaceTotal = static_cast<GLsizei>(Texture.layers() * Texture.faces());   
	
	switch (Texture.target())   
	{   
	case gli::TARGET_1D:   
		glTexStorage1D(Target, static_cast<GLint>(Texture.levels()), Format.Internal, Extent.x);   
		e = glGetError();
		break;   
	case gli::TARGET_1D_ARRAY:   
	case gli::TARGET_2D:   
	case gli::TARGET_CUBE:  
		glTexStorage2D(Target, static_cast<GLint>(Texture.levels()), Format.Internal, Extent.x, Texture.target() == gli::TARGET_2D ? Extent.y : FaceTotal);  
		e = glGetError();
		break;
	case gli::TARGET_2D_ARRAY:  
	case gli::TARGET_3D:   
	case gli::TARGET_CUBE_ARRAY:   
		glTexStorage3D(Target, static_cast<GLint>(Texture.levels()), Format.Internal, Extent.x, Extent.y, Texture.target() == gli::TARGET_3D ? Extent.z : FaceTotal);  
		e = glGetError();
		break;
	default:   
		assert(0);   
		break;   
	}   
	
	for (std::size_t Layer = 0; Layer < Texture.layers(); ++Layer){
		for (std::size_t Face = 0; Face < Texture.faces(); ++Face) {
			for (std::size_t Level = 0; Level < Texture.levels(); ++Level)
			{
				GLsizei const LayerGL = static_cast<GLsizei>(Layer);
				glm::tvec3<GLsizei> Extent(Texture.extent(Level));
				Target = gli::is_target_cube(Texture.target()) ? static_cast<GLenum>(GL_TEXTURE_CUBE_MAP_POSITIVE_X + Face) : Target;

				switch (Texture.target())
				{
				case gli::TARGET_1D:
					if (gli::is_compressed(Texture.format())) {
						glCompressedTexSubImage1D(Target, static_cast<GLint>(Level), 0, Extent.x, Format.Internal, static_cast<GLsizei>(Texture.size(Level)), Texture.data(Layer, Face, Level));
						e = glGetError();
					}
					else {
						glTexSubImage1D(Target, static_cast<GLint>(Level), 0, Extent.x, Format.External, Format.Type, Texture.data(Layer, Face, Level));
						e = glGetError();
					}
					break;
				case gli::TARGET_1D_ARRAY:
				case gli::TARGET_2D:
				case gli::TARGET_CUBE:
					if (gli::is_compressed(Texture.format())) {
						glCompressedTexSubImage2D(Target, static_cast<GLint>(Level), 0, 0, Extent.x, Texture.target() == gli::TARGET_1D_ARRAY ? LayerGL : Extent.y, Format.Internal, static_cast<GLsizei>(Texture.size(Level)), Texture.data(Layer, Face, Level));
						e = glGetError();
					}
					else {
						glTexSubImage2D(Target, static_cast<GLint>(Level), 0, 0, Extent.x, Texture.target() == gli::TARGET_1D_ARRAY ? LayerGL : Extent.y, Format.External, Format.Type, Texture.data(Layer, Face, Level));
						e = glGetError();
					}
					break;
				case gli::TARGET_2D_ARRAY:
				case gli::TARGET_3D:
				case gli::TARGET_CUBE_ARRAY:
					if (gli::is_compressed(Texture.format())) {
						glCompressedTexSubImage3D(Target, static_cast<GLint>(Level), 0, 0, 0, Extent.x, Extent.y, Texture.target() == gli::TARGET_3D ? Extent.z : LayerGL, Format.Internal, static_cast<GLsizei>(Texture.size(Level)), Texture.data(Layer, Face, Level));
						e = glGetError();
					}
					else {
						glTexSubImage3D(Target, static_cast<GLint>(Level), 0, 0, 0, Extent.x, Extent.y, Texture.target() == gli::TARGET_3D ? Extent.z : LayerGL, Format.External, Format.Type, Texture.data(Layer, Face, Level));
						e = glGetError();
					}
					break;
				default:
					assert(0);
					break;
				}
			}
		}
	}
	e = glGetError();
	glBindTexture(Target, 0);
	e = glGetError();
	texture = TextureName;
	return true;
}

void zTexture::render(GLenum target){//, GLuint ID) {
	glActiveTexture(target);
	glBindTexture(GL_TEXTURE_2D, texture);
}

GLuint zTexture::getID() {
	return texture;
}

and lastly, my vertex data

	VertexData vertices[NumVertices] = {
		{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
		{{1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
		{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 1.0f, 0.0f}},
		{{1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 1.0f, 1.0f}}
	};
	GLuint indices[NumIndices] = { 0, 1, 2, 2, 1, 3 };

	glEnableVertexAttribArray(vPosition);
	glEnableVertexAttribArray(vUV);
	glEnableVertexAttribArray(vColor);

	glBindBuffer(GL_ARRAY_BUFFER, Buffers[ArrayBuffer]);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, Buffers[IndexBuffer]);
	glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)0);
	glVertexAttribPointer(vUV, 2, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)12);
	glVertexAttribPointer(vColor, 3, GL_FLOAT, GL_FALSE, sizeof(VertexData), (void*)20);
	myTex.render(GL_TEXTURE0);
	glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);

	glDisableVertexAttribArray(vPosition);
	glDisableVertexAttribArray(vUV);
	glDisableVertexAttribArray(vColor);

Honestly I don’t know what other code is pertinent, as everything works fine until I switch my fragment shader from using the incoming color to using texture sampling. I appreciate any help!!

[QUOTE=steveg;1282526]In my texture class, I have used glGetError to make sure there was no problem with generating the texture, and I use glGetProgramiv to test my shaders.


	GLenum e = glGetError();
	glBindTexture(Target, TextureName);   
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_BASE_LEVEL, 0);
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_MAX_LEVEL, static_cast<GLint>(Texture.levels() - 1));
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_SWIZZLE_R, Format.Swizzles[0]);
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_SWIZZLE_G, Format.Swizzles[1]);
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_SWIZZLE_B, Format.Swizzles[2]);
	e = glGetError();
	glTexParameteri(Target, GL_TEXTURE_SWIZZLE_A, Format.Swizzles[3]);
	e = glGetError();
	glTexParameterf(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	e = glGetError();
	glTexParameterf(Target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	e = glGetError();

[/QUOTE]

Not sure if the error is here, but you’re not really checking for errors. All you do is getting the error code and storing it into e, but then you proceed without checking if there was an error and overwrite it with the next call of glGetError().

You should do something like:


e = glGetError();
if (e != GL_NO_ERROR) return false;

after each glGetError();.

Found your error:

You declare “uv”, but use “UV”. GLSL is case-sensitive and you should get a compiler error.

Thanks for the response.
While my code isn’t doing anything with the error checking, I tested value of e through debug.
I don’t know how I overlooked the case bit. Thanks a ton, this has fixed the issue!