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>: > Bruno, I think you have those reversed. > > On Oct 21, 2016 6:07 AM, "Bruno Oliveira" <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>: >> >>> >>> 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::Texture2DArray::MIN_FILTER, >>>> osg::Texture2DArray::LINEAR); >>>> texture->setFilter(osg::Texture2DArray::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 >>>> 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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