Hi Juan,
Thanks for your reply. I'm still having problems trying to make use of
texelFetchBuffer with your code.
Why texture pixel format are you using? I'm using an integer texture format.
Not sure if OSG's allocateImage method behaves ok in this case.
I am creating the texture the following way:
Code:
bbp::RTNeuron::TextureBuffer *tb = new bbp::RTNeuron::TextureBuffer();
tb->setInternalFormat(GL_RGBA8UI); // 4 bytes per pixel, R-G-B-A format as per
EXT_texture_integer formats specification
osg::Image *image = new osg::Image();
image->allocateImage(128*128, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, 1); //
note: width=(128*128), height=1
tb->setImage(0, image);
In my fragment shader, right now, here is what I'm doing for a quick test:
Code:
#version 150 compatibility
#extension GL_EXT_gpu_shader4 : enable
uniform samplerBuffer tex;
void main(void)
{
if (textureSizeBuffer(tex) == (128*128)) // size in pixels
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red (as I am expecting)
else
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green
}
The result is always green here, not red as I am expecting.
Is there anything I am doing wrong with your code?
Regards
Fred
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http://forum.openscenegraph.org/viewtopic.php?p=35795#35795
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