Access to 3D array in fragment shader

我的未来我决定 提交于 2019-12-01 22:31:32

That is because your GL_RED texture format is clamped to range <0,1> !!!

To remedy you need to use non clamped texture format or disable clamping ... Here examples that are working on my GL implementations:

here formats extracted from both:

glTexImage3D(GL_TEXTURE_3D, 0, GL_R16F, xs,ys,zs, 0, GL_RED, GL_FLOAT, dat);

glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, size, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, pdata);

For scalar data I would use the first option. There are more formats that are not clamped just try and see...

I have never used the disabling of clamping feature but saw this code somewhere while researching similar issues (not sure if it works):

glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_READ_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE);

With that theoretically you could use any texture format...

To verify you can use this:

Also I do not see any parameters of the texture set. I would expect something like this:

glBindTexture(GL_TEXTURE_3D,txrvol);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE);

to avoid interpolation messing your data for non exact texture coordinates ...

I figured out the problem: Apparently GL_TEXTURE_3D is by default mipmapped, I only provided level 0, and (how I'm not clear about) another level is selected. The problem is solved by glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0).

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