Hi Sean and all, I am facing the same problem as yours on my G80 card on windows as well as linux. I also tried your code but the results are all same. I am linking with OSG2.4 libs. What can be wrong Cheers RJ
Sean Carmody wrote: > Art, > > Thanks a lot, I've made the change you suggested. Also, as it turns > out, I had a number of > other things preventing my sample program from working. I needed to add > > textureArray->setFilter(osg::Texture2DArray::MIN_FILTER, > osg::Texture2DArray::NEAREST); > textureArray->setFilter(osg::Texture2DArray::MAG_FILTER, > osg::Texture2DArray::NEAREST); > > otherwise I was getting a warning: > > 'Warning: Texture2DArray::applyTexImage2DArray_subload(..) automagic > mipmap generation > is currently not implemented.' > > which resulted in nothing but black. Furthermore, I guess it is a > requirement that you have at > least two layers (of course you wouldn't be using a texture array > unless you had more than one > layer). By adding a second image to the Texture2DArray, it showed up > (even though I'm still > only reading from the first layer in my shader). I'm not sure if this > is the intended behavior, but > it seems to be the case. > > Thank you again. I've attached my sample program just in case someone > else is having trouble > getting Texture2DArray to work. > > -Sean > > > > > Date: Mon, 25 Feb 2008 20:08:17 +0100 > > From: [EMAIL PROTECTED] > > To: osg-users@lists.openscenegraph.org > > Subject: Re: [osg-users] Texture2DArray shows up black > > > > Hi Sean, > > > > as far as I see you have an error in your setup. This > > line: > > > > ref_ptr<Uniform> texturesUniform = new > > Uniform(Uniform::FLOAT, > > 'textures', 1); > > > > > > > > must be replaced with something like this: > > > > ref_ptr<Uniform> texturesUniform = new > > Uniform(Uniform::SAMPLER_2D_ARRAY, > > 'textures', 0); > > > > > > Try this out. > > > > Cheers, > > Art > > > > > > --- Sean Carmody <[EMAIL PROTECTED]> schrieb: > > > > > > > > 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 > > > > > > > > > > > Lesen Sie Ihre E-Mails auf dem Handy. > > www.yahoo.de/go > > _______________________________________________ > > osg-users mailing list > > osg-users@lists.openscenegraph.org > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ------------------------------------------------------------------------ > Connect and share in new ways with Windows Live. Get it now! > <http://www.windowslive.com/share.html?ocid=TXT_TAGHM_Wave2_sharelife_012008> > > ------------------------------------------------------------------------ > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org