You have to set the texture minifying function (GL_TEXTURE_MIN_FILTER
) by glTexParameter
:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
If you are not generating mipmaps (with glGenerateMipmap
) it is important to set GL_TEXTURE_MIN_FILTER
. Since the default filter is GL_NEAREST_MIPMAP_LINEAR
, the texture would be “Mipmap Incomplete” if you did not change the minimize function to GL_NEAREST
or GL_LINEAR
.
You missed to multiply gl_FragCoord.xy
by rdx
in the assignment shader:
FragColor = texture2D(mytexture, gl_FragCoord.xy);
FragColor = texture2D(mytexture, gl_FragCoord.xy * rdx);
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