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Editorial Team
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Editorial Team
Asked: May 24, 20262026-05-24T06:17:28+00:00 2026-05-24T06:17:28+00:00

This problem baffles me. I am testing some Haskell bindings to OpenGL, I create

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This problem baffles me. I am testing some Haskell bindings to OpenGL, I create a vertex shader, a fragment shader, compile the program, and draw a textured rectangle to the screen after transforming the vertices… except the screen is blank.

When I render the rectangle flat white instead of using a sampler in the fragment shader, it works fine. When I go into gdebugger and use the option to replace all textures with a stub texture, it also works fine.

When I look at the allocated textures in gdebugger, there are no texture objects, only the default 2d texture. When I set a breakpoint on glTexImage2d, I see that it is being called, but no texture object appears in memory when I peek at it with gdebugger.

What’s going on? Am I forgetting to set some environment variables? I’m quite frustrated. The kicker is that I had this problem before, and I managed to fix it then, but I forgot what the problem was. I hate myself >_>

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  1. Editorial Team
    Editorial Team
    2026-05-24T06:17:28+00:00Added an answer on May 24, 2026 at 6:17 am

    I ported a tutorial on OpenGL to Haskell some time ago. It includes a link to a very tiny library that, among other things, helps with loading textures.

    Perhaps you could compare that code with what you have to spot the differences.

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