It is possible that your vertex arrays and vertex attribute arrays have different locations in other programs (for example this.locATex), the same problems can occur when linking textures and sampler uniforms, for example. You need to request these attributes and the “texture unit uniform”, which you need to initialize yourself, for each program individually and bind your arrays and textures, respectively, before drawing. Further “at the other end” bindings can also break, for example, locations of fragment data. But I suggest, you provided some more codes before new problems were invented :-).
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