It’s been three days, other people tried to help me (on another forum), but it was no use.
What I have is:
A sprite & image class. You can use them in following way:
Image test_img("image.png"); Sprite test_spr(5.0f,25.0f,test_img); test_spr.Draw();
Sprite that should display along with it’s texture. Instead, after I do this:
gl_FragColor = texture2D(mytexture,UV_coord) * color;
in my fragment shader, gl_FragColor’s RGBA is always 0.0. (So actual output after test_spr.Draw is nothing. When I add gl_FragColor = 1.0 to the fragment shader, I get a black rectangle of the x, y, width and height it was supposed to be)
I have checked and it’s not a problem with color uniform (which takes it’s values correctly).
Also, I’ve used glGetError() everywhere I could - with no errors being reported.
And also I’ve checked UV coordinates - they’re 100% correct.
There’s not much left I could do… Therefore I post both classes in two separate links:
Please help, because I’ve lost hope already.