Hi, Paul

try setting internalFormat(GL_RGBA32F_ARB, GL_LUMINANCE_ALPHA32F_ARB, etc), 
sourceFormat(GL_LUMINANCE_ALPHA or GL_RGBA), and sourceType(GL_FLOAT) for 
Texture2DArray object

Cheers

21.10.2011, 16:01, "Paul Palumbo" <[email protected]>:
> 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.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=43482#43482
>
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