Cliff Biffle committed e529285

Added an (unused) binding for a color texture on unit 1.

Comments (0)

Files changed (3)

   GLint depthUniform = glGetUniformLocation(program, "depthTex");
   glUniform1i(depthUniform, 0);
+  GLint colorUniform = glGetUniformLocation(program, "colorTex");
+  glUniform1i(colorUniform, 1);
   [self resetCamera];
   [renderer initGL];
 - (void) drawInCurrentOpenGLContextWithOptions: (NSDictionary *) options {
   NSTimeInterval start = [NSDate timeIntervalSinceReferenceDate];
+  glActiveTexture(GL_TEXTURE0);
   glBindTexture(GL_TEXTURE_2D, depthTexture);
   glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16, 640, 480, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, &depthImage);
 uniform sampler2D depthTex;
+uniform sampler2D colorTex;
  * Vertex Shader entry point.
Tip: Filter by directory path e.g. /media app.js to search for public/media/app.js.
Tip: Use camelCasing e.g. ProjME to search for
Tip: Filter by extension type e.g. /repo .js to search for all .js files in the /repo directory.
Tip: Separate your search with spaces e.g. /ssh pom.xml to search for src/ssh/pom.xml.
Tip: Use ↑ and ↓ arrow keys to navigate and return to view the file.
Tip: You can also navigate files with Ctrl+j (next) and Ctrl+k (previous) and view the file with Ctrl+o.
Tip: You can also navigate files with Alt+j (next) and Alt+k (previous) and view the file with Alt+o.