I'm trying to define a Texture2DArray. However, whenever I set the internal 
texture format to a 32-bit floating point texture (eg. GL_RGBA32F_ARB, 
GL_LUMINANCE_ALPHA32F_ARB, etc), I keep getting OpenGL compile errors:

> 
> Warning: detected OpenGL error 'invalid enumerant' at 
> StateSet::compileGLObejcts() compiling texture attribute
> GL Error when compiling Texture2DArray  
> 

Does the "GL_EXT_texture_array" extension support floating-point texture arrays?

I have a Quadro 5000 with 260.19.21 NVIDIA driver.

Here is how I'm setting up the Texture2DArray:

> 
>    osg::Texture2DArray *textureArray = new osg::Texture2DArray();
>    textureArray->setTextureSize(width, height, depth);
>    
> textureArray->setInternalFormatMode(osg::Texture2DArray::USE_IMAGE_DATA_FORMAT);
>    
> textureArray->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR_MIPMAP_LINEAR);
>    textureArray->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR);
>    textureArray->setUseHardwareMipMapGeneration(true);
>    
>    for (uint32_t i = 0; i<depth; i++)
>    {
>       Filename filename = filenameArray[i];  // Read in a floating pt TIFF 
> image.
>       osg::ref_ptr<osg::Image> image = osgDB::readImageFile(filename.name());
>       image->setInternalTextureFormat(GL_LUMINANCE_ALPHA32F_ARB);
>       textureArray->setImage(i, image.get());
>    }
> 


Paul P.

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