Can any of you wizards supply me with some sample code that illustrates how to access more than one texture unit when rendering to texture with FBO? I’ve tried everything. I have no problem accessing multiple textures when I render to the screen, and I have no problem when using only one source texture.
When I render to the screen, I can access as many textures as I want just with samplers. I don’t need glMultiTexCoord calls in the drawing code. They just appear when I use the glGetUniform() calls. But this doesn’t work when drawing to FBO. I’ve tried the tutorial methods for multi-texture and they don’t work with FBO.
One area of confusion to me is the role of the vertex shader. I normally don’t use them. Could I be making a mistake in only using a fragment shader when multi-texturing.
I have seen other posts in the past asking about this same issue.
I appreciate any help.