Hello Victor, On 06/05/2011 10:45 AM, Victor Haefner wrote: > works great with : > > TextureChunkPtr tex_chunk = TextureChunk::create(); > beginEditCP(tex_chunk); > tex_chunk->setInternalFormat(GL_RGBA_FLOAT32_ATI); > ...
yes, avoiding format conversion on upload is quite important for textures that change very frequently. > ..but I realy don't get how to pass the textures to the shader :( I've seen you were able to solve this one. Texture samplers are uniforms whose value specifies the texture image unit to read data from, they are exposed as uniforms of type int on the OpenSG side. > sampler2DRect/texture2DRect > tex_chunk->setTarget(GL_TEXTURE_RECTANGLE_ARB); > > but this gives me > > TextureChunk::initialize params failed: invalid operation (0x502) rectangle textures should be supported, have you perhaps forgotten to change the filter mode to something that is non-mipmapped? Cheers, Carsten ------------------------------------------------------------------------------ Simplify data backup and recovery for your virtual environment with vRanger. Installation's a snap, and flexible recovery options mean your data is safe, secure and there when you need it. Discover what all the cheering's about. Get your free trial download today. http://p.sf.net/sfu/quest-dev2dev2 _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users