@kesson I get that too. Seems to be caused by setting a texture uniform prior to first bind. At least, doing this gets it working for me.
// Load the vertex and fragment shader
sh = loadShader("frag.glsl", "vert.glsl");
sh.bind(); sh.unbind();
@kesson I get that too. Seems to be caused by setting a texture uniform prior to first bind. At least, doing this gets it working for me.
// Load the vertex and fragment shader
sh = loadShader("frag.glsl", "vert.glsl");
sh.bind(); sh.unbind();