I'm attempting to load two textures and then switch between the two in my display function. I am using the SOIL library to load the textures as such:
tex_2 = SOIL_load_OGL_texture
(
"s9.png",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_MIPMAPS | SOIL_FLAG_COMPRESS_TO_DXT
);
tex_1 = SOIL_load_OGL_texture
(
"s8.png",
SOIL_LOAD_AUTO,
SOIL_CREATE_NEW_ID,
SOIL_FLAG_MIPMAPS | SOIL_FLAG_COMPRESS_TO_DXT
);
And then I use
glBindTexture(GL_TEXTURE_2D, tex_1)
or
glBindTexture(GL_TEXTURE_2D, tex_2);
To switch between the two. The problem is I must be loading them incorrectly and I'm not sure how. Whichever texture I load in last (tex_1 in the code above) is the the texture that I get for both tex_1 and tex_2 when I try to switch with glBindTexture. Any ideas?
Before loading the teaxtures I set up blending and turn on texture and sprites
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_POINT_SPRITE);
glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
Then in my display function, I loop over all my points which I want to draw and attempt to change the current texture before drawing the point with glVertex3f:
for(int i=0; i<num_particles; i++)
{
//select texture to use
if(class[i] == 2.0f)
glBindTexture(GL_TEXTURE_2D, tex_2);
else
glBindTexture(GL_TEXTURE_2D, tex_1);
glVertex3f(posn[3*i], posn[3*i+1], posn[3*i+2]);
}
The goal is I have two types of points and the sprite to be drawn at each point depends on the class the point is in