Thanks. However, I am already doing that! 2016-10-21 14:51 GMT+01:00 Glenn Waldron <gwald...@gmail.com>:
> Bruno, > According to this thread you might also need to set your packing to 1 (in > the image->setImage call). > (https://goo.gl/1pv2Zt) > > Just a guess. > > Glenn Waldron > > On Fri, Oct 21, 2016 at 9:36 AM, Bruno Oliveira < > bruno.manata.olive...@gmail.com> wrote: > >> Thanks for the answer. >> >> Using GL_LUMINANCE8UI yields undefined symbol. The closest symbols I have >> defined is GL_LUMINANCE8UI_EXT. >> >> However, using internal TExture Format as GL_LUMINANCE8UI_EXT and pixel >> format GL_LUMINANCE yields 'invalid operation' errors >> >> 2016-10-21 14:03 GMT+01:00 Sebastian Messerschmidt < >> sebastian.messerschm...@gmx.de>: >> >>> Hi Bruno, >>> >>> >>> >>> >>> How do I guarantee that my textures will be unsigned integer 8bit texels >>>> with no scaling nor normalization to float or whatsoever? Because using >>>> GL_LUMINANCE is distupring my textures >>>> >>> >>> GL_LUMINANCE8UI should do the trick. You need use a the correct >>> sampler/data-type in the shader too (usampler and uvec) >>> >>> Cheers >>> Sebatian >>> >>> >>>> 2016-10-21 13:47 GMT+01:00 Glenn Waldron <gwald...@gmail.com >>>> <mailto:gwald...@gmail.com>>: >>>> >>>> I mean that GL_LUMINANCE is a valid pixel format, and GL_LUMINANCE8 >>>> is an internal format. GL_LUMINANCE8 is not a valid pixel format and >>>> will probably give you a invalid enumerant error. >>>> >>>> >>>> >>>> Glenn Waldron >>>> >>>> On Fri, Oct 21, 2016 at 8:03 AM, Bruno Oliveira >>>> <bruno.manata.olive...@gmail.com >>>> <mailto:bruno.manata.olive...@gmail.com>> wrote: >>>> >>>> Sorry Glenn what do you mean by "those reserved"? >>>> >>>> >>>> By the way, my intention is to pass uchar textures of fixed >>>> size, to perform texelFetch and bitwise operations inside a >>>> shader, so I really need my textures to be in the exact format >>>> of unsigned byte integer, single channel! >>>> >>>> 2016-10-21 12:25 GMT+01:00 Glenn Waldron <gwald...@gmail.com >>>> <mailto:gwald...@gmail.com>>: >>>> >>>> Bruno, I think you have those reversed. >>>> >>>> >>>> On Oct 21, 2016 6:07 AM, "Bruno Oliveira" >>>> <bruno.manata.olive...@gmail.com >>>> <mailto:bruno.manata.olive...@gmail.com>> wrote: >>>> >>>> Hello, >>>> >>>> thank you for your answer. I am indeed using the same >>>> texture sizes and formats. >>>> If I use GL_LUMINANCE8 as pixelFormat and GL_LUMINANCE >>>> as internalFormat, I get a "invalid enumerant" error >>>> >>>> 2016-10-21 7:56 GMT+01:00 Sebastian Messerschmidt >>>> <sebastian.messerschm...@gmx.de >>>> <mailto:sebastian.messerschm...@gmx.de>>: >>>> >>>> >>>> >>>> Hi Bruno: >>>> Sorry for not reading to the end: >>>> >>>> Hello, >>>> >>>> I'm trying to create a Texture2DArray. My >>>> textures are uchar images with >>>> size (texWidth, 256), single channel. The >>>> combination of texture >>>> internalFormat and pixelFormat with pixelType is >>>> not working. I use >>>> GL_R8UI for internalFormat, GL_RED_INTEGER for >>>> pixelFormat and >>>> GL_UNSIGNED_BYTE for type. This yields the >>>> following error when I try to >>>> render my scene: >>>> >>>> /Warning: detected OpenGL error 'invalid >>>> enumerant' at after >>>> RenderBin::draw(..)/ >>>> >>>> However, if I use GL_LUMINANCE for >>>> internalFormat and also GL_LUMINANCE >>>> for pixelFormat, I get no errors but my textures >>>> are not correctly >>>> sized. WHat formats should I use here? >>>> >>>> When using GL_LUMINCANE as internal formet the >>>> pixlel format needs to be >>>> GL_LUMINANCE4/8/12/16[F/I/UI] ... >>>> >>>> So basically for default precision (GL_BYTE) it >>>> should be >>>> >>>> GL_LUMINANCE8 >>>> >>>> >>>> Cheers >>>> Sebastian >>>> >>>> >>>> This is my code: >>>> >>>> >>>> >>>> osg::ref_ptr<osg::Texture2DArray> texture = new >>>> osg::Texture2DArray; >>>> texture->setFilter(osg::Textur >>>> e2DArray::MIN_FILTER, >>>> osg::Texture2DArray::LINEAR); >>>> texture->setFilter(osg::Textur >>>> e2DArray::MAG_FILTER, >>>> osg::Texture2DArray::LINEAR); >>>> texture->setWrap(osg::Texture2DArray::WRAP_R, >>>> osg::Texture2DArray::REPEAT); >>>> texture->setInternalFormat(*textureFormat()*); >>>> >>>> >>>> // Add some images as follows: >>>> for (...) { >>>> >>>> osg::Image* image = new osg::Image; >>>> image->setImage(texWidth, 256, 1, >>>> *textureFormat(), pixelFormat(), >>>> type(),* dataPtr); >>>> >>>> texture->setImage(i, image); >>>> } >>>> >>>> >>>> I am using: >>>> textureFormat() = GL_R8UI; >>>> pixelFormat() = GL_RED_INTEGER; >>>> type() = GL_UNSIGNED_BYTE >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> <mailto:osg-users@lists.openscenegraph.org> >>>> http://lists.openscenegraph.or >>>> g/listinfo.cgi/osg-users-openscenegraph.org >>>> <http://lists.openscenegraph.o >>>> rg/listinfo.cgi/osg-users-openscenegraph.org> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> <mailto:osg-users@lists.openscenegraph.org> >>>> http://lists.openscenegraph.or >>>> g/listinfo.cgi/osg-users-openscenegraph.org >>>> <http://lists.openscenegraph.o >>>> rg/listinfo.cgi/osg-users-openscenegraph.org> >>>> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> <mailto:osg-users@lists.openscenegraph.org> >>>> http://lists.openscenegraph.or >>>> g/listinfo.cgi/osg-users-openscenegraph.org >>>> <http://lists.openscenegraph.o >>>> rg/listinfo.cgi/osg-users-openscenegraph.org> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> <mailto:osg-users@lists.openscenegraph.org> >>>> http://lists.openscenegraph.or >>>> g/listinfo.cgi/osg-users-openscenegraph.org >>>> <http://lists.openscenegraph.o >>>> rg/listinfo.cgi/osg-users-openscenegraph.org> >>>> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> <mailto:osg-users@lists.openscenegraph.org> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> <http://lists.openscenegraph.org/listinfo.cgi/osg-users-open >>>> scenegraph.org> >>>> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> <mailto:osg-users@lists.openscenegraph.org> >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> <http://lists.openscenegraph.org/listinfo.cgi/osg-users-open >>>> scenegraph.org> >>>> >>>> >>>> >>>> >>>> _______________________________________________ >>>> osg-users mailing list >>>> osg-users@lists.openscenegraph.org >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>>> cenegraph.org >>>> >>>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-opens >>> cenegraph.org >>> >> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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