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Multitexturing problem

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  • M Offline
    M Offline
    mauriziodiv
    wrote on last edited by
    #1

    Hi to everyone,
    I am struggling findind the right procedure for multitexturing in QT, i just would like to be able to load more than one texture for my shader. Should I use the shaderProgam.bindAttributeLocation. I know the theory, that each texture should be placed in a specific block of memory. I even know the procedure on a normal openGl program, but some of the function I am supposed to use are under QGLFunctions::... I know the Qt might manage things differently, so if you have a link or something to look at.
    Thank you in advance.

    Maurizio Di Vitto

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    • Chris KawaC Offline
      Chris KawaC Offline
      Chris Kawa
      Lifetime Qt Champion
      wrote on last edited by
      #2

      First of all QGLFunctions is deprecated.
      You should be using "QOpenGLFunctions":QOpenGLFunctions or more specifically a subclass for the OpenGL version you want to use, like "QOpenGLFunctions_4_3_Core":https://qt-project.org/doc/qt-5.1/qtgui/qopenglfunctions-4-3-core.html

      What do you mean Qt handles things differently? The QOpenGLFunction_... classes give you pointers to raw OpenGL functions. You do everything as without Qt (apart Qt specific stuff like using QImage as a texture).

      You can do multitexturing in any of the usual ways. The older style: glActiveTexture and glEnable or, if you're using the newer, bindless version: glBindMultiTextureEXT.
      Then you bind shader samplers to specific slots with glUniform or use layout(binding=) specifier in your shaders.

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      • M Offline
        M Offline
        mauriziodiv
        wrote on last edited by
        #3

        Thank you for your advices.

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