Ok,
I think I figured it out...
It seems to be one or multiple of the texture parameters which are not valid
for this kind of texture....
I disabled all the parameters to use the default parameters to see if that
would help and it did help !
Now the shader seems to run ! and now I can go modify it to see if it
finally uses unnormalized texture coordinates !
Here are the parameters which are suspicious, don't know which ones yet:
// disabled:
(*
// after a texture is bound it's settings can be set.
glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_MIN_FILTER,
GL_NEAREST );
glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_MAG_FILTER,
GL_NEAREST );
// use only original texture no mipmap levels
glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_MIN_LOD, 0 );
glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_MAX_LOD, 0 );
// sets the mipmap levels to just one/original zero
glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_BASE_LEVEL,
0 );
glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_MAX_LEVEL, 0 );
// don't use border texels.
// produces strange vertical line to the left
glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE );
glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE );
// produces strange vertical line left and horizontal line bottom
// glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_BORDER );
// glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_BORDER );
// produces same strange vertical line as clamp to edge
// glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_WRAP_S,
GL_CLAMP );
// glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_WRAP_T,
GL_CLAMP );
// produces strange bottom horizontal line...
// glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_WRAP_S,
GL_REPEAT );
// glTexParameteri( mTextureTarget[vTextureIndex], GL_TEXTURE_WRAP_T,
GL_REPEAT );
// turn mipmapping off just in case.
glTexParameteri( mTextureTarget[vTextureIndex], GL_GENERATE_MIPMAP,
GL_FALSE);
*)
Bye,
Skybuck

=D