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OpenGL Analysing a texture?

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I have a downloaded a 512*512 gray scale texture that I would like to use in a Cg vertex program. I use the following InternalFormat: GL_RGBA In the vertex program I get the texture coordinates from the application (OpenGL):
struct vertex_input
  float4 position  : POSITION;
  float2 uv        : TEXCOORD0;
  float4 normal    : NORMAL;

Now I would like to know the following two things: 1) In what range are the uv coordinates, [0-1], [-1-1]...etc? And where do I find documentation for texture coordinate ranges? 2) In what range are the values in the texture? [Edited by - mlt on November 29, 2008 6:33:46 AM]

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1) texture coordinates can be anything you like. They are not clamped like it is the case for glColor4f.

2) If you sample a texture in a shader and if the shader is some integer format such as GL_RGBA8, then values are normalized 0.0 - 1.0
If it is a floating format like GL_RGBA32F_ARB, then you can have whatever you want.

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