Steve, Have you tried the following?
GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[0]); GLES20.glActiveTexture(GLES20.GL_TEXTURE1); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textures[1]); I think that's what you're missing. On Aug 4, 1:51 pm, Steve Dorado <[email protected]> wrote: > Has anyone successfully accessed multiple textures in fragment shader > on OGLES20 (Froyo + Nexus one)??? > > A few strange observations: > > GLES20.glGenTextures(2, textures, 0); > to create 2 textures returns array of [1,2] vs [0,1] > > .... > GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); > Does not seem to work and keeps texture 0 as the active texture > > as supported by: > GLES20.glUniform1i(sTextureHandle, textures[0]); //Where textures[0] > == 1 as returned by glGenTextures does not work, but when 0 is passed, > all is ok (other than no ability to use a second texture) -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

