getting z-coordinate from elevation map

Hi All,
please can you help me with this: - I’m trying to get a z-coordinate from a elevation map in vertex shader, but I’m missing something. After first drawElements I’m getting glError 1282. I think that something is wrong in my vertex shader, but can not figure out that what.

Here is my code:
fragment shader:

uniform vec4 uFSLevelColor;	
    void main(void) {
       	gl_FragColor = uFSLevelColor;
    }

vertex shader:

attribute vec3 aVertexPosition;
  // elevation map variables definition:
  attribute vec2 aDEMcoordinate; // holding coordinate for elevation map
  uniform sampler2D uDEM_sampler; // DEM sampler
  // -----------------
  uniform vec2 blockOffset;
  uniform mat4 uMVMatrix;
  uniform mat4 uPMatrix;

  void main(void) {
  vec3 vtx = aVertexPosition;
  // getting only first parameter (since in grayscale rgb is the same)
  float zCoord = texture2D(uDEM_sampler, aDEMcoordinate).r;  
  vtx.z = zCoord; 
  gl_Position = uPMatrix * uMVMatrix  * (vec4(vtx, 1.0) + vec4(blockOffset, 0.0, 1.0));
  }

getting attributes and uniform variables: - attrib arrays are created correctly - debuged and checked

  shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
  gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
  shaderProgram.DEMpositionAttribute = gl.getAttribLocation(shaderProgram, "aDEMcoordinate");
  gl.enableVertexAttribArray(shaderProgram.DEMpositionAttribute);
  shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
  shaderProgram.mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
  shaderProgram.blockOffset = gl.getUniformLocation(shaderProgram, "blockOffset");
  shaderProgram.DEM_sampler = gl.getUniformLocation(shaderProgram, "uDEM_sampler");

// function for loading texture I’m not going to copy here (I think that there should be not the problem)
// texture VBO:

DEM_buffer = gl.createBuffer();  
  gl.bindBuffer(gl.ARRAY_BUFFER, DEM_buffer);    
  textureCoordinates = [ 0.0, 0.0,    1.0, 0.0,    1.0, 1.0,    0.0, 1.0];
  gl.bufferData(gl.ARRAY_BUFFER, new WebGLFloatArray(textureCoordinates), gl.STATIC_DRAW); 

// and finally the draw() / redraw() function

    gl.bindBuffer(gl.ARRAY_BUFFER, DEM_buffer);
    gl.vertexAttribPointer(shaderProgram.DEMpositionAttribute, 2, gl.FLOAT, false, 0, 0);
    gl.activeTexture(gl.TEXTURE0);  
    gl.bindTexture(gl.TEXTURE_2D, testTexture); 
    gl.uniform1i(shaderProgram.DEM_sampler, 0);  
    gl.bindBuffer(gl.ARRAY_BUFFER, vbo_MxM);
    gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, 3, gl.FLOAT, false, 0, 0);	
    gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo_MxM);
    gl.uniform2f(shaderProgram.blockOffset, 64.0, 1.0);
    gl.drawElements(gl.TRIANGLE_STRIP, 8064, gl.UNSIGNED_SHORT, 0);

After the last command - drawElements I’m getting the glError 1282
any help/idea is more then welcomed, since I really don’t know what is wrong…

one thing - if I comment:

gl.enableVertexAttribArray(shaderProgram.DEMpositionAttribute);

and comment the texture related code I´m not getting the 1282 glError after the drawElements(). The shaderProgram.DEMpositionAttribute variable is generated correctly - that I have debuged.

So most probably something in the aDEMcoordinate attribute? - can not figure out what :frowning:

no, vertex shader was correct. The 1282 glError problem was that I didn´t disable/enable vertexAttribArray between the attribute usage calls.

So now no glError, but still some problem with drawing/getting the z-coord.