Consider the following:
virtual void Draw()
{
_texture->Bind(0);
_shader->Begin();
_shader->SetUniform("WVPMatrix", _mvp);
_shader->SetUniform("InColor", _color);
_shader->SetUniformImm("InTexture", 0);
_vbo.GetDeclaration().Activate();
_vbo.Render(GL_QUADS, _ibo, 4);
_shader->End();
}
void Texture2D::Bind(int index)
{
if (index != -1)
{
glActiveTexture(GL_TEXTURE0 + index);
}
glBindTexture(GL_TEXTURE_2D, _textureID);
}
Where the calls for _shader->Begin(), _shader->SetUniform, _shader->SetUniformImm, _vbo.GetDeclaration().Activate and _vbo.Render works as if I set the fragment shader to render a static color(or even a color through the uniforms) it renders fine.
Now I'm trying to render a texture2d(it was loaded fine, I tested with immediate mode) and I get a black screen, why?
Vertex:
#version 330
layout(location = 0) in vec3 VertexPosition;
layout(location = 1) in vec2 VertexTexCoord;
uniform mat4 WVPMatrix;
out vec2 TexCoord0;
void main()
{
TexCoord0 = VertexTexCoord;
gl_Position = WVPMatrix * vec4(VertexPosition, 1);
}
Fragment:
#version 330
in vec2 TexCoord0;
uniform sampler2D InTexture;
uniform vec4 InColor;
out vec4 OutFragColor;
void main()
{
OutFragColor = texture(InTexture, TexCoord0) * InColor;
}
PS: InColor is white, so it doesn't mess with texture color and TexCoord0 is valid as I already set R and B on OutFragColor as TexCoord0's S and T to debug it values.