Hi J.P.,
Finally I can figure out a way so I don't need the signed int. Anyway, I think
my really problem is that by some reason, the texture is not uploading
correctly to the GPU :S
In my OGL code I have:
Code:
glGenTextures(1, &(this->triTableTex));
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->triTableTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexImage2D( GL_TEXTURE_2D, 0, GL_ALPHA16I_EXT, 16, 256, 0,
GL_ALPHA_INTEGER_EXT, GL_INT, &triTable);
and in osg I do:
Code:
osg::Texture2D *tex = new osg::Texture2D();
tex->setFilter( osg::Texture2D::MIN_FILTER, osg::Texture2D::NEAREST );
tex->setFilter( osg::Texture2D::MAG_FILTER, osg::Texture2D::NEAREST );
tex->setWrap( osg::Texture2D::WRAP_S , osg::Texture2D::CLAMP_TO_EDGE );
tex->setWrap( osg::Texture2D::WRAP_T , osg::Texture2D::CLAMP_TO_EDGE );
tex->setWrap( osg::Texture2D::WRAP_R , osg::Texture2D::CLAMP_TO_EDGE );
//tex->setDataVariance( osg::Object::DYNAMIC );
unsigned char *cc = new unsigned char[256*16];
for ( int i = 0 ; i < 256 ; i++)
for ( int ii = 0 ; ii < 16 ; ii++)
{
//cc[ ii + i*16 ] = triTable[i][ii];
cc[ ii + i*16 ] = 127;
}
osg::Image *i = new osg::Image();
i->setImage( 16 , 256 , 0 , GL_ALPHA16I_EXT , GL_ALPHA_INTEGER_EXT ,
GL_INT , (unsigned char *)&triTable , osg::Image::NO_DELETE );
tex->setImage( i );
brickState->setTextureAttributeAndModes(1,tex,osg::StateAttribute::ON);
I'm just setting all the values to 127 so I can check in the GPU if the texture
is uploaded to the geometry shader. I need this values to work in the GPU, as
I'm using it for an Marching Cubes Algorithm based.
Do you think I need to do something else? Thanks!
Cheers,
Pau[/code]
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http://forum.openscenegraph.org/viewtopic.php?p=15980#15980
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