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
> > > > >
> > > > >
> > > >
> > >
> > _________________________________________________________________
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> > > 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();
> > > }
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