I realize that OpenFrameworks doesn’t explicitly support multi-texturing (or at least the version I’m working with doesn’t). However I’m writing straight OpenGL where I need this kind of functionality. I’ve got the multitexturing working with a GLSL shader. But since the ofVbo object doesn’t handle multiple arrays of texture coordinates, I’m not using that. Right now, it works fine if I don’t bind any textures (although nothing’s textured then). But if I try to use texturing at all, the whole screen is only drawn white (presumably the last clear color). If I pass the textures in using immediate mode (without the VBO) then it’s also fine there. I can’t tell why there’s a problem.
Here’s the OpenGL:
// create vertex/normal/color/texcoord VBO
glGenBuffersARB(1, &vboId);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboId);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vert_buf)+sizeof(norm_buf)+sizeof(col_buf)+sizeof(tex_buf), 0, GL_STREAM_DRAW);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, sizeof(vert_buf), vert_buf);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vert_buf), sizeof(norm_buf), norm_buf);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vert_buf)+sizeof(norm_buf), sizeof(col_buf), col_buf);
glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, sizeof(vert_buf)+sizeof(norm_buf)+sizeof(col_buf), sizeof(tex_buf), tex_buf);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
// create geometry indices VBO
glGenBuffersARB(1, &vboId2);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vboId2);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(index_buf), index_buf, GL_STATIC_DRAW_ARB);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
// bind vertex/normal/color/texcoord VBO
glBindBufferARB(GL_ARRAY_BUFFER_ARB, vboId);
// enable vertex arrays
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
// specify vertex and index arrays with their offsets
glVertexPointer(3, GL_FLOAT, 0, 0);
glNormalPointer(GL_FLOAT, 0, (void*)sizeof(vert_buf));
glColorPointer(3, GL_FLOAT, 0, (void*)(sizeof(vert_buf)+sizeof(norm_buf)));
// bind geometry indices VBO
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, vboId2);
glIndexPointer(GL_UNSIGNED_INT, 0, 0);
// set the texture units
GLvoid* start = (void*)(sizeof(vert_buf)+sizeof(norm_buf)+sizeof(col_buf));
glClientActiveTexture(GL_TEXTURE0 + (GLuint)vid_regions[0].tex_id); // same as GL_TEXTURE1
glTexCoordPointer(2, GL_FLOAT, 0, start);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0 + (GLuint)vid_regions[1].tex_id); // same as GL_TEXTURE2
glTexCoordPointer(2, GL_FLOAT, 0, start);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0 + (GLuint)vid_regions[2].tex_id); // same as GL_TEXTURE3
glTexCoordPointer(2, GL_FLOAT, 0, start);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0 + noiseTexID); // same as GL_TEXTURE4
glTexCoordPointer(2, GL_FLOAT, 0, start);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0 + lutTexID); // same as GL_TEXTURE5
glTexCoordPointer(2, GL_FLOAT, 0, start);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// draw VBOs
glDrawElements(GL_TRIANGLES, 36*ROWS*COLS, GL_UNSIGNED_INT, 0);
// disable arrays
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
// disable texture arrays
glClientActiveTexture(GL_TEXTURE0 + (GLuint)vid_regions[0].tex_id);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0 + (GLuint)vid_regions[1].tex_id);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0 + (GLuint)vid_regions[2].tex_id);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0 + noiseTexID);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0 + lutTexID);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// unbind VBOs
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);