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This is a known issue in some drivers. Including (at time of writing) the most recent ATI drivers across both Windows and Linux. From the OpenGL wiki page on GLSL uniforms: Platform Issue (Unknown): Some drivers do not implement uniform initializers correctly. Best practice is therefore to set all of your shaders' uniforms explicitly from inside your ...


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In very broad strokes, you can accomplish this by: Yes, using shaders Binding three textures to the shader program before drawing On your polygons, have the usual UV vec2 for each vertex. This is used by any of the textures Have another attribute which is "weight of each texture at this vertex". It could be a vec3 or three separate floats. For the ...



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