How to use GL_TEXTURE_2D_ARRAY in OpenGL 3.2
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
Your texture in fact does not have mipmaps. So stop telling OpenGL that it does.
Also, always set the mipmap range parameters (GL_TEXTURE_BASE_LAYER
and GL_TEXTURE_MAX_LAYER
) for your texture. Or better yet, use texture storage to allocate your texture's storage, and it will do it for you.
TheAmateurProgrammer
An amateur programmer (still) after 4 years of development. Well versed in Objective-C and C, and somewhat proficient at Java and C++. Currently playing around with OpenGL on Mac OS X, learning more and more about OSX's frameworks as well as a bit of dabble in computer science using Java/C++/Python. Starting to learn Python and x86 Assembly.
Updated on June 07, 2022Comments
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TheAmateurProgrammer almost 2 years
So I've tried following the docs, however I can't seem to get a texture 2D array to work.
-(GLint)buildTextureArray:(NSArray *)arrayOfImages { GLImage *sample = [GLImage imageWithImageName:[arrayOfImages objectAtIndex:0] shouldFlip:NO]; //Creates a sample to examine texture width and height int width = sample.width, height = sample.height; GLsizei count = (GLsizei)arrayOfImages.count; GLuint texture3D; glGenTextures(1, &texture3D); glBindTexture(GL_TEXTURE_2D_ARRAY, texture3D); glPixelStorei(GL_UNPACK_ROW_LENGTH, width); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_REPEAT); glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_REPEAT); glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, width, height, count, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); int i = 0; for (NSString *name in arrayOfImages) //Loops through everything in arrayOfImages { GLImage *image = [GLImage imageWithImageName:name shouldFlip:NO]; //My own class that loads an image glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, i, image.width, image.height, 1, GL_RGBA, GL_UNSIGNED_BYTE, image.data); i++; } return texture3D; } //Setting Uniform elsewhere glBindTexture(GL_TEXTURE_2D_ARRAY, textureArray); glUniform1i(textures, 0); //Fragment Shader #version 150 in vec3 texCoords; uniform sampler2DArray textures; out vec3 color; void main() { color = texture(textures, texCoords.stp, 0).rgb; }
I am able to load individual textures with the same texture parameters, but I can't get it to work with the texture 2D array. All I get is a black texture. Why is this happening?