Hi,

I'm working on a Fragment Shader which needs to access 2 different
Textures (texUnit0,texUnit1), but when I want to get the color with

texture2DRect( texUnit0, vec2(x,y));
or
texture2DRect( texUnit1, vec2(x,y));

I receive always the color of the first texture, although the two
images are different.

The material is defined as:

beginEditCP(material);
        // the second parameter should be the Texture Unit
        material->addChunk(texture[0], 0);
        material->addChunk(texture[1], 1);
endEditCP(material);

The texture as:

beginEditCP(texture[i]);    // were i is 0 and 1
                texture[i]->setTarget(GL_TEXTURE_RECTANGLE_NV);
                texture[i]->setImage(image[i]);    // image[0] and image[1] are 
different
                texture[i]->setInternalFormat(GL_FLOAT_RGBA32_NV);
                texture[i]->setMinFilter( GL_NEAREST );         // GL_LINEAR
                texture[i]->setMinFilter( GL_NEAREST );         // GL_LINEAR
                texture[i]->setScale(false);
endEditCP(texture[i]);


In the fragment shader the texture units are defined as:

uniform samplerRECT texUnit0;
uniform samplerRECT texUnit1;

and I access the textures values using:

texture2DRect( texUnit0, vec2(x,y));
texture2DRect( texUnit1, vec2(x,y));

Am I forgetting something?
Shouldn't this work?

Thanks in advance,

--
Josef Grunig
www.blending-life.org


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