[osg-users] Creating Texture2DArray
Glenn Waldron
gwaldron at gmail.com
Fri Oct 21 05:47:33 PDT 2016
I mean that GL_LUMINANCE is a valid pixel format, and GL_LUMINANCE8 is an
internal format. GL_LUMINANCE8 is not a valid pixel format and will
probably give you a invalid enumerant error.
Glenn Waldron
On Fri, Oct 21, 2016 at 8:03 AM, Bruno Oliveira <
bruno.manata.oliveira at gmail.com> wrote:
> Sorry Glenn what do you mean by "those reserved"?
>
>
> By the way, my intention is to pass uchar textures of fixed size, to
> perform texelFetch and bitwise operations inside a shader, so I really need
> my textures to be in the exact format of unsigned byte integer, single
> channel!
>
> 2016-10-21 12:25 GMT+01:00 Glenn Waldron <gwaldron at gmail.com>:
>
>> Bruno, I think you have those reversed.
>>
>> On Oct 21, 2016 6:07 AM, "Bruno Oliveira" <bruno.manata.oliveira at gmail.c
>> om> wrote:
>>
>>> Hello,
>>>
>>> thank you for your answer. I am indeed using the same texture sizes and
>>> formats.
>>> If I use GL_LUMINANCE8 as pixelFormat and GL_LUMINANCE as
>>> internalFormat, I get a "invalid enumerant" error
>>>
>>> 2016-10-21 7:56 GMT+01:00 Sebastian Messerschmidt <
>>> sebastian.messerschmidt at gmx.de>:
>>>
>>>>
>>>> Hi Bruno:
>>>> Sorry for not reading to the end:
>>>>
>>>> Hello,
>>>>>
>>>>> I'm trying to create a Texture2DArray. My textures are uchar images
>>>>> with
>>>>> size (texWidth, 256), single channel. The combination of texture
>>>>> internalFormat and pixelFormat with pixelType is not working. I use
>>>>> GL_R8UI for internalFormat, GL_RED_INTEGER for pixelFormat and
>>>>> GL_UNSIGNED_BYTE for type. This yields the following error when I try
>>>>> to
>>>>> render my scene:
>>>>>
>>>>> /Warning: detected OpenGL error 'invalid enumerant' at after
>>>>> RenderBin::draw(..)/
>>>>>
>>>>> However, if I use GL_LUMINANCE for internalFormat and also GL_LUMINANCE
>>>>> for pixelFormat, I get no errors but my textures are not correctly
>>>>> sized. WHat formats should I use here?
>>>>>
>>>> When using GL_LUMINCANE as internal formet the pixlel format needs to
>>>> be GL_LUMINANCE4/8/12/16[F/I/UI] ...
>>>>
>>>> So basically for default precision (GL_BYTE) it should be
>>>>
>>>> GL_LUMINANCE8
>>>>
>>>>
>>>> Cheers
>>>> Sebastian
>>>>
>>>>
>>>>> This is my code:
>>>>>
>>>>>
>>>>>
>>>>> osg::ref_ptr<osg::Texture2DArray> texture = new osg::Texture2DArray;
>>>>> texture->setFilter(osg::Texture2DArray::MIN_FILTER,
>>>>> osg::Texture2DArray::LINEAR);
>>>>> texture->setFilter(osg::Texture2DArray::MAG_FILTER,
>>>>> osg::Texture2DArray::LINEAR);
>>>>> texture->setWrap(osg::Texture2DArray::WRAP_R,
>>>>> osg::Texture2DArray::REPEAT);
>>>>> texture->setInternalFormat(*textureFormat()*);
>>>>>
>>>>>
>>>>> // Add some images as follows:
>>>>> for (...) {
>>>>>
>>>>> osg::Image* image = new osg::Image;
>>>>> image->setImage(texWidth, 256, 1, *textureFormat(), pixelFormat(),
>>>>> type(),* dataPtr);
>>>>>
>>>>> texture->setImage(i, image);
>>>>> }
>>>>>
>>>>>
>>>>> I am using:
>>>>> textureFormat() = GL_R8UI;
>>>>> pixelFormat() = GL_RED_INTEGER;
>>>>> type() = GL_UNSIGNED_BYTE
>>>>>
>>>>>
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