Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Problem with Sampling TextureArray (Depth format)


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
No replies to this topic

#1 sepul   Members   -  Reputation: 257

Like
0Likes
Like

Posted 04 March 2013 - 11:48 AM

I'm rather a GL newbie, trying to port my d3d code to GL, but so far my experiment was far from pleasant..

My new problem is accessing depth (internal format) texture array in the shader and writing it to some output.

My hardware is GL4.2 (AMD 5750) 

And here is the screenshot of the whole thing in PerfStudio frame debugger:

 

texarr-shot1.png

 

As you can see, in the fragment shader, FS[0] (the only texture binded) is is GL_DEPTH_COMPONENT binded to sampler2DArray, I just fetch the first array slice and put it in first RT (RT[0]) but the result is always zero. I even tried fetching texture with texelFetch and the result is the same. I also included the shot of the source texture array info. the shots are pretty self explanatory.

 

texarr-shot2.png

 

What am I doing wrong here ?

thx 

 


dark-hammer engine - http://www.hmrengine.com


Sponsor:



Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS