Original Post
I just don't get it. First some code:
Later on I pass those two things to my shader:
For some reason it seems like shadowMap2 contains the same texture as shadowMap1. Can anyone spot the mistake?
glActiveTextureARB(GL_TEXTURE0 + 0); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[0].texID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glActiveTextureARB(GL_TEXTURE0 + 1); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture[1].texID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBegin(GL_QUADS); // Front Face glMultiTexCoord2fARB(GL_TEXTURE0, 0.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE1, 0.0f, 0.0f); glVertex3f(-100.0f, -100.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE0, 1.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE1, 1.0f, 0.0f); glVertex3f( 100.0f, -100.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE0, 1.0f, 1.0f); glMultiTexCoord2fARB(GL_TEXTURE1, 1.0f, 1.0f); glVertex3f( 100.0f, 100.0f, 0.0f); glMultiTexCoord2fARB(GL_TEXTURE0, 0.0f, 1.0f); glMultiTexCoord2fARB(GL_TEXTURE1, 0.0f, 1.0f); glVertex3f(-100.0f, 100.0f, 0.0f); glEnd();Later on I pass those two things to my shader:
glUniform1fARB(glGetUniformLocationARB(p, "shadowMap1"), 0); glUniform1fARB(glGetUniformLocationARB(p, "shadowMap2"), 1);For some reason it seems like shadowMap2 contains the same texture as shadowMap1. Can anyone spot the mistake?