I'm trying send some 32 bit float data to a shader, but the results are erratic. If I test with full white (1,1,1,1) the values are all zero. This is my code for creating the texture:
gl.glTexIm开发者_如何学JAVAage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA32F_ARB, 512, 512, 0, GL.GL_RGBA, GL.GL_FLOAT, data);
and reading from it in GLSL:
uniform sampler2D u_tex1;
varying vec2 v_uv;
void main()
{
gl_FragColor = texture2D(u_tex1, v_uv);
}
If i set the texture to random values something shows up, but it's not correct. Is this the correct way to read from an RGBA32F texture or am I missing something?
You're not giving much info on the things you did< The code you show is correct though.
Some things I can think of that may be wrong:
- your
data
does not have the right data in (are there floats in there?) - your texture is not filtered properly (since you only provide 1 mip level, you need to disable mipmapping)
- your texture is not bound to the texture unit for the sampler
u_tex1
(so you may not be fetching from it). - your texture coordinates are not what you think they are (and, depending on your clamping/wrapping mode, this can lead to a texel that is not white. Use
GL_CLAMP_TO_EDGE
orGL_REPEAT
to not interact with the texture border)
There are lots of ways to not have texturing working, I hope I hit the correct one in this list!
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