[osg-users] Creating Texture2DArray
Glenn Waldron
gwaldron at gmail.com
Fri Oct 21 06:51:55 PDT 2016
Bruno,
According to this thread you might also need to set your packing to 1 (in
the image->setImage call).
(https://goo.gl/1pv2Zt)
Just a guess.
Glenn Waldron
On Fri, Oct 21, 2016 at 9:36 AM, Bruno Oliveira <
bruno.manata.oliveira at gmail.com> wrote:
> Thanks for the answer.
>
> Using GL_LUMINANCE8UI yields undefined symbol. The closest symbols I have
> defined is GL_LUMINANCE8UI_EXT.
>
> However, using internal TExture Format as GL_LUMINANCE8UI_EXT and pixel
> format GL_LUMINANCE yields 'invalid operation' errors
>
> 2016-10-21 14:03 GMT+01:00 Sebastian Messerschmidt <
> sebastian.messerschmidt at gmx.de>:
>
>> Hi Bruno,
>>
>>
>>
>>
>> How do I guarantee that my textures will be unsigned integer 8bit texels
>>> with no scaling nor normalization to float or whatsoever? Because using
>>> GL_LUMINANCE is distupring my textures
>>>
>>
>> GL_LUMINANCE8UI should do the trick. You need use a the correct
>> sampler/data-type in the shader too (usampler and uvec)
>>
>> Cheers
>> Sebatian
>>
>>
>>> 2016-10-21 13:47 GMT+01:00 Glenn Waldron <gwaldron at gmail.com
>>> <mailto:gwaldron at gmail.com>>:
>>>
>>> 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
>>> <mailto: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
>>> <mailto: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.com
>>> <mailto:bruno.manata.oliveira at gmail.com>> 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
>>> <mailto: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::Textur
>>> e2DArray::MIN_FILTER,
>>> osg::Texture2DArray::LINEAR);
>>> texture->setFilter(osg::Textur
>>> e2DArray::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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