Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Trajce Nikolov NICK
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.

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Bruno Oliveira
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

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Bruno Oliveira
Thanks. However, I am already doing that! 2016-10-21 14:51 GMT+01:00 Glenn Waldron : > 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

Re: [osg-users] 32bit DEPTH for RTT

2016-10-21 Thread Trajce Nikolov NICK
Hi readers to this thread ;-), I am close to resolve this but the math involved is a bit tricky for me to understand it right. And suddenly I can not send screenshots or videos publicly - maybe on private email to those willing to help. The story now is this: The environment is ECEF terrain,

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Glenn Waldron
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.olive...@gmail.com> wrote: > Thanks for the answer. > > Using

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Bruno Oliveira
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

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Sebastian Messerschmidt
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

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Bruno Oliveira
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 2016-10-21 13:47 GMT+01:00 Glenn Waldron : > I mean that GL_LUMINANCE is a valid pixel

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Glenn Waldron
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.olive...@gmail.com> wrote: >

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Bruno Oliveira
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

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Glenn Waldron
Bruno, I think you have those reversed. On Oct 21, 2016 6:07 AM, "Bruno Oliveira" 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, >

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Bruno Oliveira
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.messerschm...@gmx.de>: > > Hi Bruno:

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Sebastian Messerschmidt
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,

Re: [osg-users] Creating Texture2DArray

2016-10-21 Thread Sebastian Messerschmidt
Hi Bruno, Are all your textures/images of the same _format_ and _dimension_? (See [1] - Overview) This is required for texture arrays. I haven't experienced any problems with them in my code so far .. Cheers Sebastian [1] https://www.opengl.org/registry/specs/EXT/texture_array.txt