[osg-users] Creating Texture2DArray
Bruno Oliveira
bruno.manata.oliveira at gmail.com
Fri Oct 21 06:54:53 PDT 2016
Thanks. However, I am already doing that!
2016-10-21 14:51 GMT+01:00 Glenn Waldron <gwaldron at gmail.com>:
> 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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