Hi all. I was trying to play with GLSL multi-texturing and as usual the problems don't want stay far away from me. Now i get problem with Texture units.
glActiveTexture(GL_TEXTURE1) cause failure, i can't get the reason why. If i use only glActiveTexture(GL_TEXTURE0) then it's is OK, but in this case i am able to transfer only one texture to fragment shader with is not enough for multi-texturing. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB) returns me 32, also i checked this in Also i found that all these works good on http://www.pygame.org/project-glLib+Reloaded-1326-.html glLibShader.py, glLibTexturing.py, parallaxmapping.py[Tutorial] I tried to compare and identify the difference in glActiveTexture(GL_TEXTURE1 call and functions surround it , no luck, probably the difference exist in some stage of init, but it is hard to identify what exactly i missed. Also code for quick look can be found here: http://bpaste.net/show/13480/ The log of fault [code] Fragment shader(s) linked, vertex shader(s) linked. 1 -1 32 Traceback (most recent call last): File "GLSL_uniform_multitexturing_TMP.py", line 18, in glLibTestErrors function() File "GLSL_uniform_multitexturing_TMP.py", line 201, in main glPopMatrix() File "/usr/lib/pymodules/python2.6/OpenGL/error.py", line 208, in glCheckError baseOperation = baseOperation, GLError: GLError( err = 1282, description = 'invalid operation', baseOperation = glPopMatrix, cArguments = () ) [/code] Thank for support in advance!