I have a texture which has only 1 channel as it\'s a grayscale image. When I pass the pixels in to glTexImage2D, it comes out red (obviously because channel 1 is red; RGB).<
It appears that I should use GL_LUMINANCE
instead of GL_RGBA
for the 3rd argument.
When I set the 7th argument to GL_LUMINANCE
(as well as the 3rd), the picture goes completely distorted. With the DICOM pixel format, it appears that the 7th argument must be GL_RGBA
for some reason.
The strange behavior is because I'm using the DICOM standard. The particular DICOM reader I am using outputs integer pixel values (as pixel values may exceed the normal maximum of 255). For some strange reason the combination of telling OpenGL that I am using an RGBA format, but passing in integer values rendered a perfect image.
Because I was truncating the DICOM > 255 pixel values anyway, it seemed logical to copy the values in to a GLbyte array. However, after doing so, a SIGSEGV (segmentation fault) occurred when calling glTexImage2D
. Changing the 7th parameter to GL_LUMINANCE
(as is normally required) returned the functionality to normal.
Weird eh?
So, a note to all developers using the DICOM image format: You need to convert the integer array to a char array before passing it to glTexImage2D
, or just set the 7th argument to GL_RGBA
(the later is probably not recommended).
Change it to GL_LUMINANCE. See http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
in the FragmentShader, you can write:
uniform sampler2D A;
vec3 result = vec3(texture(A, TexCoord).r);
in the cpp file,you can write:
glTexImage2D(
GL_TEXTURE_2D, 0, GL_RED,
dicomImage->GetColumns(), dicomImage->GetRows(),
0, GL_RED, GL_UNSIGNED_BYTE, pixelArrayPtr);