Hello Johannes,
On 2017-01-18 04:58, Johannes Brunen wrote:
> Currently, I'm working on shadow techniques. For these I do need texture
> arrays, especially cube map arrays. I have added support to the
> TexureObjChunk and to LayeredTextureBuffer and TextureBuffer.
I think this changes the semantics of LayeredTextureBuffer in an
incompatible way, so I'm not sure we can do this right away. See below
why I think this changes semantics.
> The last two did have an 'unused' field named 'zoffset'. According to
> the specs of GL the correct parameter name is 'layer' and I have
> modified the Interface accordingly. See the .fcd files for that.
>
> Additionally the Buffers work with the 'glFramebufferTextureLayer' API
> of OpenGL now.
My understanding of glFramebufferTextureLayer is that it is used to
attach a single face of a cubemap array texture as a framebuffer
attachment. While when using a cubemap array texture with
glFramebufferTexture3D this attaches all 6 faces of the cubemap as a
layered attachment point. Which of the layers a primitive is rendered to
is decided at runtime using a geometry shader that assigns to the
builtin variable gl_Layer.
Therefore (assuming the above is correct and I didn't misread the patch)
you are changing LayeredTextureBuffer from creating such a layered
attachment to a non-layered attachment.
I think the use of 'glFramebufferTextureLayer' should only be in
TextureBuffer, since that is used for non-layered framebuffer attachments.
Cheers,
Carsten
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