[osg-users] Creating Texture2DArray
Trajce Nikolov NICK
trajce.nikolov.nick at gmail.com
Fri Oct 21 09:08:33 PDT 2016
Hi Bruno,
I am using Texture2DArray heavelly and it is not buggy ... I am not a guru
on this, but the issues I faced as what Sebastian mentioned, you have to
have the images for the slots the same size and what I faced when working
with it was it was working only if I fill the slots sequencially. Maybe if
you post a code we can look at
On Fri, Oct 21, 2016 at 5:43 PM, Bruno Oliveira <
bruno.manata.oliveira at gmail.com> wrote:
> I'm starting to think that this is some OSG bug / inconsistency.
>
> If I give up on Texture2DArray and upload a SINGLE Texture2D, if I use
> GL_R8UI as internalFormat and GL_RED_INTEGER as pixelFormat, everythning
> works perfectly.
>
> 2016-10-21 14:54 GMT+01:00 Bruno Oliveira <bruno.manata.oliveira at gmail.com
> >:
>
>> 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(*t
>>>>>> extureFormat()*);
>>>>>>
>>>>>>
>>>>>> // 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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--
trajce nikolov nick
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