Hi Art,
Thanks for the idea. I do have a Geforce 8800, and the extensions are reported
as being supported.
I've attached a very simple program (shaders inlined in the code) which shows
my setup, if anyone
is interested. Thanks.
-Sean
> Date: Mon, 25 Feb 2008 13:27:55 +0100
> From: [EMAIL PROTECTED]
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Texture2DArray shows up black
>
> Hi Sean,
>
> which graphic card do you have? Texture2DArray do only
> work fine with G80 chips. I have never tested it on
> current ATI chips.
>
> Best,
> Art
>
>
> --- Sean Carmody <[EMAIL PROTECTED]> schrieb:
>
> >
> > Hi All,
> >
> > I'm trying to get Texture2DArrays working, but am
> > having some trouble. My textures always show up
> > black. I'm setting up the texture array as follows
> >
> > ref_ptr<Texture2DArray> textureArray = new
> > Texture2DArray;
> > textureArray->setTextureDepth(1);
> > Image* image =
> > osgDB::readImageFile('media/skymap.tga');
> > textureArray->setImage(0, image);
> > stateSet->setTextureAttribute(0,
> > textureArray.get(), osg::StateAttribute::ON);
> >
> > and trying to read it in the shader.
> >
> > #version 120
> > #extension GL_EXT_gpu_shader4 : enable
> >
> > uniform sampler2DArray rainTextures;
> >
> > void main()
> > {
> > gl_FragColor = texture2DArray(rainTextures,
> > vec3(gl_TexCoord[0].st, 0));
> > }
> >
> > Now, if I switch out the Texture2DArray with a
> > normal Texture2D (and update the shader accordingly)
> > it shows up fine, which leads me to believe the rest
> > of the app is working. I'm pretty new to OSG and so
> > am wondering if I missed something obvious with the
> > setup of the Texture2DArray. Thanks!
> >
> > -Sean
> >
> >
> _________________________________________________________________
> > Shed those extra pounds with MSN and The Biggest
> > Loser!
> > http://biggestloser.msn.com/>
> _______________________________________________
> > osg-users mailing list
> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
>
>
>
> Lesen Sie Ihre E-Mails jetzt einfach von unterwegs.
> www.yahoo.de/go
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_________________________________________________________________
Need to know the score, the latest news, or you need your HotmailĀ®-get your
"fix".
http://www.msnmobilefix.com/Default.aspx
#include <osg/Group>
#include <osg/Geode>
#include <osg/ShapeDrawable>
#include <osg/Node>
#include <osgViewer/Viewer>
#include <osg/Texture2DArray>
#include <osgDB/ReadFile>
#include <string>
using namespace osg;
void applyShader(Geode* geode)
{
ref_ptr<Program> program = new Program;
program->setName("TexturesTest");
ref_ptr<Shader> vertObj = new Shader(Shader::VERTEX);
ref_ptr<Shader> fragObj = new Shader(Shader::FRAGMENT);
program->addShader(vertObj.get());
program->addShader(fragObj.get());
ref_ptr<StateSet> stateSet = new osg::StateSet;
ref_ptr<Uniform> texturesUniform = new Uniform(Uniform::FLOAT,
"textures", 1);
stateSet->addUniform(texturesUniform.get());
stateSet->setAttributeAndModes(program.get(), StateAttribute::ON);
ref_ptr<Texture2DArray> textureArray = new Texture2DArray;
textureArray->setTextureDepth(1);
Image* image = osgDB::readImageFile("Images/Brick-Std-Orange.TGA");
textureArray->setImage(0, image);
stateSet->setTextureAttribute(0, textureArray.get(),
osg::StateAttribute::ON);
std::string vertSource =
"void main()"
"{"
"gl_TexCoord[0].st = gl_MultiTexCoord0.st;"
"gl_Position = ftransform();"
"}";
vertObj->setShaderSource(vertSource);
std::string fragSource =
"#version 120\n"
"#extension GL_EXT_gpu_shader4 : enable\n"
""
"uniform sampler2DArray textures;"
""
"void main()"
"{"
"gl_FragColor = texture2DArray(textures,
vec3(gl_TexCoord[0].xy, 0));"
"}";
fragObj->setShaderSource(fragSource);
geode->setStateSet(stateSet.get());
}
int main(int argc, char** argv)
{
setNotifyLevel(osg::DEBUG_INFO);
// Create a cube
ref_ptr<Group> rootNode = new Group;
Box* cube = new Box(Vec3(0,0,0), 1.0f);
ShapeDrawable* drawable = new ShapeDrawable(cube);
Geode* geode = new Geode();
geode->addDrawable(drawable);
rootNode->addChild(geode);
// Apply our shader to this cube
applyShader(geode);
osgViewer::Viewer viewer;
viewer.setSceneData(rootNode.get());
return viewer.run();
}
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org