I have a plugin with custom shaders. I thought I don't have to gl_enable the texture when I use custom shaders. As I had problems with a plugin (black output) I tried to add gl_enable(GL_TEXTURE_2D) and now it works

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//activate rendering with the input texture
//note that when using shaders, no glEnable(Texture.Target) is required
glBindTexture(GL_TEXTURE_2D, Texture.Handle);
From now on, me toodrand48 wrote:I usually call glEnable( GL_TEXTURE_2D ) also when using shaders...
What do you mean here? - Before binding the input texture coming from the host application, or before calling glCopyTexSubImage2D?drand48 wrote:perhaps you are not calling glEnable before creating the texture?
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glEnable(GL_TEXTURE2D);
glBindTexture(GL_TEXTURE_2D, Texture.Handle);
glCopyTexSubImage( ... )