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
>>>>
>>>>
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>>
>>
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