<div dir="ltr"><div><div>Thanks for the answer. <br><br></div>Using GL_LUMINANCE8UI yields undefined symbol. The closest symbols I have defined is GL_LUMINANCE8UI_EXT.<br><br></div>However, using internal TExture Format as GL_LUMINANCE8UI_EXT and pixel format GL_LUMINANCE yields 'invalid operation' errors<br></div><div class="gmail_extra"><br><div class="gmail_quote">2016-10-21 14:03 GMT+01:00 Sebastian Messerschmidt <span dir="ltr"><<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmidt@gmx.de</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi Bruno,<span class=""><br>
<br>
<br>
<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
How do I guarantee that my textures will be unsigned integer 8bit texels<br>
with no scaling nor normalization to float or whatsoever? Because using<br>
GL_LUMINANCE is distupring my textures<br>
</blockquote>
<br></span>
GL_LUMINANCE8UI should do the trick. You need use a the correct sampler/data-type in the shader too (usampler and uvec)<br>
<br>
Cheers<br>
Sebatian<br>
<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">
<br>
2016-10-21 13:47 GMT+01:00 Glenn Waldron <<a href="mailto:gwaldron@gmail.com" target="_blank">gwaldron@gmail.com</a><br></span>
<mailto:<a href="mailto:gwaldron@gmail.com" target="_blank">gwaldron@gmail.com</a>>>:<span class=""><br>
<br>
I mean that GL_LUMINANCE is a valid pixel format, and GL_LUMINANCE8<br>
is an internal format. GL_LUMINANCE8 is not a valid pixel format and<br>
will probably give you a invalid enumerant error.<br>
<br>
<br>
<br>
Glenn Waldron<br>
<br>
On Fri, Oct 21, 2016 at 8:03 AM, Bruno Oliveira<br>
<<a href="mailto:bruno.manata.oliveira@gmail.com" target="_blank">bruno.manata.oliveira@gmail.c<wbr>om</a><br></span><span class="">
<mailto:<a href="mailto:bruno.manata.oliveira@gmail.com" target="_blank">bruno.manata.oliveira@<wbr>gmail.com</a>>> wrote:<br>
<br>
Sorry Glenn what do you mean by "those reserved"?<br>
<br>
<br>
By the way, my intention is to pass uchar textures of fixed<br>
size, to perform texelFetch and bitwise operations inside a<br>
shader, so I really need my textures to be in the exact format<br>
of unsigned byte integer, single channel!<br>
<br>
2016-10-21 12:25 GMT+01:00 Glenn Waldron <<a href="mailto:gwaldron@gmail.com" target="_blank">gwaldron@gmail.com</a><br></span>
<mailto:<a href="mailto:gwaldron@gmail.com" target="_blank">gwaldron@gmail.com</a>>>:<span class=""><br>
<br>
Bruno, I think you have those reversed.<br>
<br>
<br>
On Oct 21, 2016 6:07 AM, "Bruno Oliveira"<br>
<<a href="mailto:bruno.manata.oliveira@gmail.com" target="_blank">bruno.manata.oliveira@gmail.c<wbr>om</a><br></span><span class="">
<mailto:<a href="mailto:bruno.manata.oliveira@gmail.com" target="_blank">bruno.manata.oliveira@<wbr>gmail.com</a>>> wrote:<br>
<br>
Hello,<br>
<br>
thank you for your answer. I am indeed using the same<br>
texture sizes and formats.<br>
If I use GL_LUMINANCE8 as pixelFormat and GL_LUMINANCE<br>
as internalFormat, I get a "invalid enumerant" error<br>
<br>
2016-10-21 7:56 GMT+01:00 Sebastian Messerschmidt<br>
<<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmidt@gmx.d<wbr>e</a><br></span>
<mailto:<a href="mailto:sebastian.messerschmidt@gmx.de" target="_blank">sebastian.messerschmid<wbr>t@gmx.de</a>>>:<div><div class="h5"><br>
<br>
<br>
Hi Bruno:<br>
Sorry for not reading to the end:<br>
<br>
Hello,<br>
<br>
I'm trying to create a Texture2DArray. My<br>
textures are uchar images with<br>
size (texWidth, 256), single channel. The<br>
combination of texture<br>
internalFormat and pixelFormat with pixelType is<br>
not working. I use<br>
GL_R8UI for internalFormat, GL_RED_INTEGER for<br>
pixelFormat and<br>
GL_UNSIGNED_BYTE for type. This yields the<br>
following error when I try to<br>
render my scene:<br>
<br>
/Warning: detected OpenGL error 'invalid<br>
enumerant' at after<br>
RenderBin::draw(..)/<br>
<br>
However, if I use GL_LUMINANCE for<br>
internalFormat and also GL_LUMINANCE<br>
for pixelFormat, I get no errors but my textures<br>
are not correctly<br>
sized. WHat formats should I use here?<br>
<br>
When using GL_LUMINCANE as internal formet the<br>
pixlel format needs to be<br>
GL_LUMINANCE4/8/12/16[F/I/UI] ...<br>
<br>
So basically for default precision (GL_BYTE) it<br>
should be<br>
<br>
GL_LUMINANCE8<br>
<br>
<br>
Cheers<br>
Sebastian<br>
<br>
<br>
This is my code:<br>
<br>
<br>
<br>
osg::ref_ptr<osg::Texture2DArr<wbr>ay> texture = new<br>
osg::Texture2DArray;<br>
texture->setFilter(osg::Textur<wbr>e2DArray::MIN_FILTER,<br>
osg::Texture2DArray::LINEAR);<br>
texture->setFilter(osg::Textur<wbr>e2DArray::MAG_FILTER,<br>
osg::Texture2DArray::LINEAR);<br>
texture->setWrap(osg::Texture2<wbr>DArray::WRAP_R,<br>
osg::Texture2DArray::REPEAT);<br>
texture->setInternalFormat(*t<wbr>extureFormat()*);<br>
<br>
<br>
// Add some images as follows:<br>
for (...) {<br>
<br>
osg::Image* image = new osg::Image;<br>
image->setImage(texWidth, 256, 1,<br>
*textureFormat(), pixelFormat(),<br>
type(),* dataPtr);<br>
<br>
texture->setImage(i, image);<br>
}<br>
<br>
<br>
I am using:<br>
textureFormat() = GL_R8UI;<br>
pixelFormat() = GL_RED_INTEGER;<br>
type() = GL_UNSIGNED_BYTE<br>
<br>
<br>
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