I have a model that contains 2 meshes (a ball and a cube); the ball is textured and for the cube it’s colored by vertex. Now I want to render them using OpenGL but how can I render them in their correct data (textures for ball and Colors for the cube?
In my fragment shader I have this:
FragColor=texture(textures, textCoord) * vs_color;
This will call both Colors and textures but not what I’m looking for I want to separate them.
How to do it?