Bruno, I think you have those reversed.
If I use GL_LUMINANCE8 as pixelFormat and GL_LUMINANCE as internalFormat, I get a "invalid enumerant" errorHello,thank you for your answer. I am indeed using the same texture sizes and formats.
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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!
However, using internal TExture Format as GL_LUMINANCE8UI_EXT and pixel format GL_LUMINANCE yields 'invalid operation' errorsThanks for the answer.Using GL_LUMINANCE8UI yields undefined symbol. The closest symbols I have defined is GL_LUMINANCE8UI_EXT.
2016-10-21 14:03 GMT+01:00 Sebastian Messerschmidt <sebastian.messerschmidt@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 <gwal...@gmail.com
<mailto:gwal...@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
<mailto:bruno.manata.oliveira@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 <gwal...@gmail.com
<mailto:gwal...@gmail.com>>:
Bruno, I think you have those reversed.
On Oct 21, 2016 6:07 AM, "Bruno Oliveira"
<mailto:bruno.manata.oliveira@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
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@gmail.com>:Thanks. However, I am already doing that!
2016-10-21 14:51 GMT+01:00 Glenn Waldron <gwal...@gmail.com>:
Bruno,According to this thread you might also need to set your packing to 1 (in the image->setImage call).Just a guess.
Glenn Waldron