Hi, My simple fragment shader with textureSize() seem to work fine when dealing with a usampler1D uniform (the problem I had at one point was that I was giving a texture that was too big for the driver, hence the size ended up being actually 1, and my test was always failing).
tex->setInternalFormat(GL_RGBA8); image->allocateImage((128*128), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1); In my fragment shader: uniform usampler1D tex; My (textureSize(tex, 0) == 16384) test actually does work. When I change my code so that your TextureBuffer is used, somehow, things don't work. - I change the uniform type from UNSIGNED_INT_SAMPLER_1D to UNSIGNED_INT_SAMPLER_BUFFER. - usampler1D becomes usamplerBuffer, textureSize() becomes textureSizeBuffer(). - and of course I create a TextureBuffer and not a Texture1D object. In my GL tracer, I don't see any OpenGL error. I am trying hard to see what is wrong, but so far, I have no idea. And yet, things don't work. Cheers, Fred ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35866#35866 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

