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

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