Texture not animating

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This topic contains 4 replies, has 2 voices, and was last updated by  dgu 4 years, 6 months ago.

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  • #31212

    john lam
    Member

    I took the timer code from the Skybox2 and for some reason I am only getting a black square with no texture, here is how I load in my textures

    const char* c_szTextureFile[n_TexFile] ={ "n_Map1.pvr", "n_Map2.pvr"};

    for(int texNo = 0; texNo < 2; ++texNo){
    if(PVRTTextureLoadFromPVR(c_szTextureFile[texNo], &m_uiTexture[0]) != PVR_SUCCESS)
    {
    PVRShellSet(prefExitMessage, "ERROR: Cannot load the texturen");
    return false;
    }
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    }

    here is the code for my timer
    unsigned long _Time = PVRShellGetTime();
    if(_Time > p_Time){
    float delta = (float)(_Time - p_Time) * f_Rate;
    frame += delta;
    }
    int time_Loc = glGetUniformLocation(m_ShaderProgram.uiId, "Time"); //This stores the location of the uniform
    glUniform1f(time_Loc, frame);

    and here is my vert and frag shader

    //works with object
    attribute highp vec4 inVertex;
    attribute mediump vec3 inNormal;
    attribute mediump vec2 inTexCoord;

    //matrix for scene
    uniform mediump mat4 MVPMatrix;

    //needed to pass tex coords to frag shader to operate on.
    varying mediump vec2 TexCoord;

    void main()
    {
    gl_Position = MVPMatrix * inVertex;
    TexCoord = inTexCoord;
    }

    uniform sampler2D sTexture;
    uniform sampler2D sTexture2;

    varying mediump vec2 TexCoord;
    varying mediump vec2 TexCoord2;

    //This gets updated within the main code
    uniform highp float Time;

    void main()
    {
    mediump vec4 tex1 = texture2D(sTexture, vec2(TexCoord.x + Time, TexCoord.y + Time));
    mediump vec4 tex2 = texture2D(sTexture2, vec2(TexCoord2.x + Time, TexCoord2.y + Time));

    gl_FragColor = tex2 * tex1;
    }

    #36984

    dgu
    Member

    editor react strangely

    #36985

    dgu
    Member

    from first reading using cubemap, i will propose to change
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);

    #36986

    john lam
    Member

    Hi David, this isn’t a cube map its just two 2d textures that I want to move. on a quad that I created.

    #36987

    dgu
    Member

    The ParticleSystem demo is achieving a similar technique

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