Hello Johannes, On 2017-01-18 04:58, Johannes Brunen wrote: > Currently, I'm working on shadow techniques. For these I do need texture > arrays, especially cube map arrays. I have added support to the > TexureObjChunk and to LayeredTextureBuffer and TextureBuffer.
I think this changes the semantics of LayeredTextureBuffer in an incompatible way, so I'm not sure we can do this right away. See below why I think this changes semantics. > The last two did have an 'unused' field named 'zoffset'. According to > the specs of GL the correct parameter name is 'layer' and I have > modified the Interface accordingly. See the .fcd files for that. > > Additionally the Buffers work with the 'glFramebufferTextureLayer' API > of OpenGL now. My understanding of glFramebufferTextureLayer is that it is used to attach a single face of a cubemap array texture as a framebuffer attachment. While when using a cubemap array texture with glFramebufferTexture3D this attaches all 6 faces of the cubemap as a layered attachment point. Which of the layers a primitive is rendered to is decided at runtime using a geometry shader that assigns to the builtin variable gl_Layer. Therefore (assuming the above is correct and I didn't misread the patch) you are changing LayeredTextureBuffer from creating such a layered attachment to a non-layered attachment. I think the use of 'glFramebufferTextureLayer' should only be in TextureBuffer, since that is used for non-layered framebuffer attachments. Cheers, Carsten ------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users