Reputation: 9392
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?
Upvotes: 6
Views: 12602
Reputation: 2593
for 2d_array textures 'v' component of texcoords varies from 0-height and 'w' from 0-depth(as it denote layer). Try changing these texcordinates.
Upvotes: 0
Reputation: 473212
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.
Upvotes: 2