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Creating Texture2DArray


 
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Bruno Oliveira
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PostPosted: Thu Oct 20, 2016 9:00 pm    Post subject:
Creating Texture2DArray
Reply with quote

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?


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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SMesserschmidt (Sebastian Messerschmidt)
Forum Moderator


Joined: 10 Sep 2013
Posts: 824

PostPosted: Fri Oct 21, 2016 6:50 am    Post subject:
Creating Texture2DArray
Reply with quote

Hi Bruno,

Are all your textures/images of the same _format_ and _dimension_? (See
[1] - Overview) This is required for texture arrays. I haven't
experienced any problems with them in my code so far ..

Cheers
Sebastian


[1] https://www.opengl.org/registry/specs/EXT/texture_array.txt
Quote:
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?

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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SMesserschmidt (Sebastian Messerschmidt)
Forum Moderator


Joined: 10 Sep 2013
Posts: 824

PostPosted: Fri Oct 21, 2016 6:57 am    Post subject:
Creating Texture2DArray
Reply with quote

Hi Bruno:
Sorry for not reading to the end:

Quote:
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

Quote:

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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Bruno Oliveira
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PostPosted: Fri Oct 21, 2016 10:07 am    Post subject:
Creating Texture2DArray
Reply with quote

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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>:
Quote:

Hi Bruno:
Sorry for not reading to the end:

Quote:
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

Quote:

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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gwaldron (Glenn Waldron)
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Joined: 25 Aug 2011
Posts: 237

PostPosted: Fri Oct 21, 2016 11:25 am    Post subject:
Creating Texture2DArray
Reply with quote

Bruno, I think you have those reversed.
On Oct 21, 2016 6:07 AM, "Bruno Oliveira" < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>:
Quote:

Hi Bruno:
Sorry for not reading to the end:

Quote:
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

Quote:

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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Bruno Oliveira
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PostPosted: Fri Oct 21, 2016 12:03 pm    Post subject:
Creating Texture2DArray
Reply with quote

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 < (
Only registered users can see emails on this board!
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Quote:

Bruno, I think you have those reversed.
On Oct 21, 2016 6:07 AM, "Bruno Oliveira" < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>:
Quote:

Hi Bruno:
Sorry for not reading to the end:

Quote:
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

Quote:

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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gwaldron (Glenn Waldron)
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Joined: 25 Aug 2011
Posts: 237

PostPosted: Fri Oct 21, 2016 12:47 pm    Post subject:
Creating Texture2DArray
Reply with quote

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 < (
Only registered users can see emails on this board!
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)> wrote:
Quote:
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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>:
Quote:

Bruno, I think you have those reversed.
On Oct 21, 2016 6:07 AM, "Bruno Oliveira" < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>:
Quote:

Hi Bruno:
Sorry for not reading to the end:

Quote:
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

Quote:

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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Bruno Oliveira
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PostPosted: Fri Oct 21, 2016 12:57 pm    Post subject:
Creating Texture2DArray
Reply with quote

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


2016-10-21 13:47 GMT+01:00 Glenn Waldron < (
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)>:
Quote:
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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>:
Quote:

Bruno, I think you have those reversed.
On Oct 21, 2016 6:07 AM, "Bruno Oliveira" < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)> wrote:
Quote:
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 < (
Only registered users can see emails on this board!
Get registred or enter the forums!
)>:
Quote:

Hi Bruno:
Sorry for not reading to the end:

Quote:
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

Quote:

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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SMesserschmidt (Sebastian Messerschmidt)
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Joined: 10 Sep 2013
Posts: 824

PostPosted: Fri Oct 21, 2016 1:03 pm    Post subject:
Creating Texture2DArray
Reply with quote

Hi Bruno,




Quote:
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

Quote:

2016-10-21 13:47 GMT+01:00 Glenn Waldron <
<mailto:>>:

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
<
<mailto:>> 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 <
<mailto:>>:

Bruno, I think you have those reversed.


On Oct 21, 2016 6:07 AM, "Bruno Oliveira"
<
<mailto:>> 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
<
<mailto:>>:


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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PostPosted: Fri Oct 21, 2016 1:36 pm    Post subject:
Creating Texture2DArray
Reply with quote

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 < (
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Quote:
Hi Bruno,




Quote:
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

Quote:

2016-10-21 13:47 GMT+01:00 Glenn Waldron < (
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    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
    < (
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        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 < (
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        <mailto: (
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            Bruno, I think you have those reversed.


            On Oct 21, 2016 6:07 AM, "Bruno Oliveira"
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                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
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                    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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gwaldron (Glenn Waldron)
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Posts: 237

PostPosted: Fri Oct 21, 2016 1:52 pm    Post subject:
Creating Texture2DArray
Reply with quote

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 < (
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Quote:
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 < (
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Quote:
Hi Bruno,




Quote:
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

Quote:

2016-10-21 13:47 GMT+01:00 Glenn Waldron < (
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<mailto: (
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    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
    < (
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    <mailto: (
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        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 < (
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        <mailto: (
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            Bruno, I think you have those reversed.


            On Oct 21, 2016 6:07 AM, "Bruno Oliveira"
            < (
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            <mailto: (
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                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
                < (
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                <mailto: (
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                    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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Bruno Oliveira
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PostPosted: Fri Oct 21, 2016 1:55 pm    Post subject:
Creating Texture2DArray
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Thanks. However, I am already doing that!


2016-10-21 14:51 GMT+01:00 Glenn Waldron < (
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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 < (
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Quote:
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 < (
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Quote:
Hi Bruno,




Quote:
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

Quote:

2016-10-21 13:47 GMT+01:00 Glenn Waldron < (
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    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
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        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 < (
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            Bruno, I think you have those reversed.


            On Oct 21, 2016 6:07 AM, "Bruno Oliveira"
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                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
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                    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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Bruno Oliveira
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PostPosted: Fri Oct 21, 2016 3:43 pm    Post subject:
Creating Texture2DArray
Reply with quote

I'm starting to think that this is some OSG bug / inconsistency.


If I give up on Texture2DArray and upload a SINGLE Texture2D, if I use GL_R8UI as internalFormat and GL_RED_INTEGER as pixelFormat, everythning works perfectly.


2016-10-21 14:54 GMT+01:00 Bruno Oliveira < (
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Quote:
Thanks. However, I am already doing that!


2016-10-21 14:51 GMT+01:00 Glenn Waldron < (
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Quote:
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 < (
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Quote:
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 < (
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Quote:
Hi Bruno,




Quote:
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

Quote:

2016-10-21 13:47 GMT+01:00 Glenn Waldron < (
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<mailto: (
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    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
    < (
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    <mailto: (
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        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 < (
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        <mailto: (
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            Bruno, I think you have those reversed.


            On Oct 21, 2016 6:07 AM, "Bruno Oliveira"
            < (
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                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
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                    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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Trajce Nikolov NICK
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PostPosted: Fri Oct 21, 2016 4:08 pm    Post subject:
Creating Texture2DArray
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Hi Bruno,

I am using Texture2DArray heavelly and it is not buggy ... I am not a guru on this, but the issues I faced as what Sebastian mentioned, you have to have the images for the slots the same size and what I faced when working with it was it was working only if I fill the slots sequencially. Maybe if you post a code we can look at


On Fri, Oct 21, 2016 at 5:43 PM, Bruno Oliveira < (
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Quote:
I'm starting to think that this is some OSG bug / inconsistency.


If I give up on Texture2DArray and upload a SINGLE Texture2D, if I use GL_R8UI as internalFormat and GL_RED_INTEGER as pixelFormat, everythning works perfectly.


2016-10-21 14:54 GMT+01:00 Bruno Oliveira < (
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Quote:
Thanks. However, I am already doing that!


2016-10-21 14:51 GMT+01:00 Glenn Waldron < (
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Quote:
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 < (
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Quote:
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 < (
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Quote:
Hi Bruno,




Quote:
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

Quote:

2016-10-21 13:47 GMT+01:00 Glenn Waldron < (
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    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
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        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 < (
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            Bruno, I think you have those reversed.


            On Oct 21, 2016 6:07 AM, "Bruno Oliveira"
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                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
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                    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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