Jump to content
  • Advertisement
Sign in to follow this  
svnstrk

OpenGL glTexture3D requirement

This topic is 2824 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hi,

im trying to build a 3D texture when i browse around for info i found 3 different referrence that came up with something different:

http://www.opengl.org/sdk/docs/man/xhtml/glTexImage3D.xml

http://www.opengl.org/sdk/docs/man3/xhtml/glTexImage3D.xml

http://www.dei.isep.ipp.pt/~matos/cg/docs/manual/glTexImage3D.3G.html

the difference is in the requirement, where the first one came up with 16 texel minimal for width, height, depth, the second one requires 256 for height and depth, and the third one 64. im confused which one is correct. i did try to send a 250*250*256 data to GPU but it always returns me an error though my data is solidly correct. which one is right? does my error got something to do with this?


thanks in advance

Share this post


Link to post
Share on other sites
Advertisement
Depends on the hardware. As hardware progressed, the minimum resolution required to be supported by drivers increased. On modern PC-based hardware, you can assume that at least 256 is supported (most current GPUs do a lot more).

On embedded devices, the limits may be a little lower. You can query the maximal supported resolution using GL_MAX_3D_TEXTURE_SIZE.

You did not specify on what hardware you tested this. In your example you supplied a non-power-of-two size. This may not be supported by older implementations. And make sure you have enough continuous VRAM available for larger 3D textures.

Share this post


Link to post
Share on other sites
hi,

im using GeForece 9600 GT, 512 MB. i think its pretty modern, right? well the problem is what is that minimum for? if for example it says minimum 256 can i put y 250x250 pixel in it? I got this error when i try to put 250*250*256, it returns me an error (no explanation what it is) when calling glTexImage3D(), and i already check the data and the size is solid. But when i change to 300x300*256 it works fine (yet).

Any idea why? does it mean i cant put a lower than 256 size of texture?

thanks in advance

Share this post


Link to post
Share on other sites
Quote:
Original post by svnstrk
well the problem is what is that minimum for? if for example it says minimum 256 can i put y 250x250 pixel in it?
The minimum size means that all implementations must support a texture size at least that large. Smaller textures should be fine.
Quote:
I got this error when i try to put 250*250*256, it returns me an error (no explanation what it is)
Did you check the value of glGetError()?

Share this post


Link to post
Share on other sites
well i think i already deal with that. i dont need anything smaller than 250 again.

but i still got problem, im trying to import at 300*300*212 integer texture

glTexImage3D(GL_TEXTURE_3D, 0, GL_R32I, textureWidth, textureHeight, textureDepth, 0, GL_RED_INTEGER, GL_INT, indexFit);

the result is a mess, its not what i expected, and i already check the data is solid.but when i put a smaller depth: 300*300*65, it works. is there some kind of limitation to the depth of GLSL in indexing the texture? because when I put a different file 300*300*225 but instead of GL_INTEGER, i put GL_RGB, GL_RGB8, GL_UNSIGNED_BYTE, it works. any idea why?


well i did put glGetError() but all i got is error 1281, no explanation what is it and it always appear even if my program is working.

Share this post


Link to post
Share on other sites
Quote:
Original post by svnstrk
well i did put glGetError() but all i got is error 1281
You need to lookup this number (in hex) in the error codes in the gl.h header file.

The easier way is to feed this into gluErrorString(), which will return a string containing the error name.

In this particular case, the error is INVALID_VALUE, which means that you passed some function a bad argument.
Quote:
and it always appear even if my program is working.
This means that you have an error somewhere, though presumably not a fatal one. Investigate with liberal doses of glGetError - the error may occur much earlier in the program, and be obscuring the real error.

Share this post


Link to post
Share on other sites
hi,

yeah i did notice the invalid value just now. but im not quite sure what went wrong. here is my code snipplet:



int* spFit = new int[textureWidth*textureHeight];

for(int i = 0; i< textureWidth*textureHeight; i++) {
spFit = startingPoint2D;
std::cout << spFit << std::endl;
}

glGenTextures(1, &texIndexStartPoint);
glBindTexture(GL_TEXTURE_2D, texIndexStartPoint);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, textureWidth, textureHeight, 0, GL_RED_INTEGER, GL_INT, spFit);




im checked and rechecked that spFit is a (textureWidth*textureHeight) sized array of integer. the value is valid from 0-5,763,887 or much less than integer max value. did you notice any error on the snipplet? did i miss anything?


thanks in advance

Share this post


Link to post
Share on other sites
You should try to be more precise with your posts.

Quote:
Original post by svnstrk
but i still got problem, im trying to import at 300*300*212 integer texture

glTexImage3D(GL_TEXTURE_3D, 0, GL_R32I, textureWidth, textureHeight, textureDepth, 0, GL_RED_INTEGER, GL_INT, indexFit);


I tried this on my GeForce 9800 GT using width = height = 300 and depth = 212. No GL errors generated.

Quote:

the result is a mess, its not what i expected,


What is not expected? Do you mean that the glTexImage3D call was successful and that when the texture was rendered on a geometric object, the rendered result did not look like what you thought it should? Can you post screen captures?

Quote:

and i already check the data is solid.but when i put a smaller depth: 300*300*65, it works.


What do you mean by "data is solid"? Do you mean that indexFit is an array of 300*300*65 elements, each of type 'int'?

Quote:

because when I put a different file 300*300*225 but instead of GL_INTEGER, i put GL_RGB, GL_RGB8, GL_UNSIGNED_BYTE, it works. any idea why?


If indexFit is an array of integers, changing the internal format to GL_RGB8, the format to GL_RGB, and the type to GL_UNSIGNED_BYTE causes OpenGL to interpret indexFit as an array of RGB values, each channel 8-bits. That is, each texel of indexFit is a 24-bit value. When you say "it works", what do you mean? Your statement leads me to believe that indexFit really is an array of RGB values, so switching to GL_R32I, GL_RED_INTEGER, and GL_INT will cause the texture to look completely wrong.

Quote:

well i did put glGetError() but all i got is error 1281, no explanation what is it and it always appear even if my program is working.


I suspect that the GL_INVALID_VALUE error occurred in some OpenGL call made previously, before you called glTexImage3D. What I do in my OpenGL wrapper is to enable the glGetError() call using conditional compilation (and making sure glGetError is not called in several situations when its results are undefined). The first time an OpenGL error is encountered, my code asserts so that I know exactly the OpenGL call that caused the problem.

By the way, your last post ("yeah I did notice...") now shows a code example for a 2D texture, not a 3D texture. Did you mean to post a block of code for a 3D texture?

Share this post


Link to post
Share on other sites
i think that only power of 2 sizes are supported for 3D textures...
try 256*256*256, should work provided your graphics card has enough memory.

hope it helps,

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Tags

  • Similar Content

    • By plz717
      Hello, everyone! I hope my problem isn't too 'beginnerish'. I'm doing research on motion synthesis now, trying to implement the Deep Mimic paper (DeepMimic) by BINPENG XUE, in this paper, I need to first retarget character A's motion to another character B to make the reference motion clips for character B, since we don't have character B‘s reference motion. The most important thing is that in the paper, the author copied character A's joint's rotation with respective to joint's local coordinate system (not the parent) to character B. In my personal understanding, the joint's rotation with respective to joint's local coordinate system is something like that in the attached photo, where for the Elbow joint, i need to get the Elbow's rotation in the elbow's local coordinate system (i'm very grateful for you to share your ideas if i have misunderstanding about it 🙂)
      I have searched many materials on the internet about how to extract the local joint's information from FBX, the most relative one i found is the pivot rotation( and geometric transformation, object offset transformation). I'm a beginner in computer graphics, and i'm confused about whether the pivot rotation( or geometric transformation, object offset transformation) is exactly the joint's local rotation i'm seeking? I hope someone that have any ideas can help me, I'd be very grateful for any pointers in the right direction. Thanks in advance! 

    • By nOoNEE
      hello guys , i have some questions  what does glLinkProgram  and  glBindAttribLocation do?  i searched but there wasnt any good resource 
    • By owenjr
      Hi, I'm a Multimedia Engineering student. I am about to finish my dergree and I'm already thinking about what topic to cover in my final college project.
      I'm interested in the procedural animation with c++ and OpenGL of creatures, something like a spider for example. Can someone tell me what are the issues I should investigate to carry it out? I understand that it has some dependence on artificial intelligence but I do not know to what extent. Can someone help me to find information about it? Thank you very much.
       
      Examples: 
      - Procedural multi-legged walking animation
      - Procedural Locomotion of Multi-Legged Characters in Dynamic Environments
    • By Lewa
      So, i'm still on my quest to unterstanding the intricacies of HDR and implementing this into my engine. Currently i'm at the step to implementing tonemapping. I stumbled upon this blogposts:
      http://filmicworlds.com/blog/filmic-tonemapping-operators/
      http://frictionalgames.blogspot.com/2012/09/tech-feature-hdr-lightning.html
      and tried to implement some of those mentioned tonemapping methods into my postprocessing shader.
      The issue is that none of them creates the same results as shown in the blogpost which definitely has to do with the initial range in which the values are stored in the HDR buffer. For simplicity sake i store the values between 0 and 1 in the HDR buffer (ambient light is 0.3, directional light is 0.7)
      This is the tonemapping code:
      vec3 Uncharted2Tonemap(vec3 x) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } This is without the uncharted tonemapping:
      This is with the uncharted tonemapping:
      Which makes the image a lot darker.
      The shader code looks like this:
      void main() { vec3 color = texture2D(texture_diffuse, vTexcoord).rgb; color = Uncharted2Tonemap(color); //gamma correction (use only if not done in tonemapping code) color = gammaCorrection(color); outputF = vec4(color,1.0f); } Now, from my understanding is that tonemapping should bring the range down from HDR to 0-1.
      But the output of the tonemapping function heavily depends on the initial range of the values in the HDR buffer. (You can't expect to set the sun intensity the first time to 10 and the second time to 1000 and excpect the same result if you feed that into the tonemapper.) So i suppose that this also depends on the exposure which i have to implement?
      To check this i plotted the tonemapping curve:
      You can see that the curve goes only up to around to a value of 0.21 (while being fed a value of 1) and then basically flattens out. (which would explain why the image got darker.)
       
      My guestion is: In what range should the values in the HDR buffer be which then get tonemapped? Do i have to bring them down to a range of 0-1 by multiplying with the exposure?
      For example, if i increase the values of the light by 10 (directional light would be 7 and ambient light 3) then i would need to divide HDR values by 10 in order to get a value range of 0-1 which then could be fed into the tonemapping curve. Is that correct?
    • By nOoNEE
      i am reading this book : link
      in the OpenGL Rendering Pipeline section there is a picture like this: link
      but the question is this i dont really understand why it is necessary to turn pixel data in to fragment and then fragment into pixel could please give me a source or a clear Explanation that why it is necessary ? thank you so mu
       
       
    • By Inbar_xz
      I'm using the OPENGL with eclipse+JOGL.
      My goal is to create movement of the camera and the player.
      I create main class, which create some box in 3D and hold 
      an object of PlayerAxis.
      I create PlayerAxis class which hold the axis of the player.
      If we want to move the camera, then in the main class I call to 
      the func "cameraMove"(from PlayerAxis) and it update the player axis.
      That's work good.
      The problem start if I move the camera on 2 axis, 
      for example if I move with the camera right(that's on the y axis)
      and then down(on the x axis) -
      in some point the move front is not to the front anymore..
      In order to move to the front, I do
      player.playerMoving(0, 0, 1);
      And I learn that in order to keep the front move, 
      I need to convert (0, 0, 1) to the player axis, and then add this.
      I think I dont do the convert right.. 
      I will be glad for help!

      Here is part of my PlayerAxis class:
       
      //player coordinate float x[] = new float[3]; float y[] = new float[3]; float z[] = new float[3]; public PlayerAxis(float move_step, float angle_move) { x[0] = 1; y[1] = 1; z[2] = -1; step = move_step; angle = angle_move; setTransMatrix(); } public void cameraMoving(float angle_step, String axis) { float[] new_x = x; float[] new_y = y; float[] new_z = z; float alfa = angle_step * angle; switch(axis) { case "x": new_z = addVectors(multScalar(z, COS(alfa)), multScalar(y, SIN(alfa))); new_y = subVectors(multScalar(y, COS(alfa)), multScalar(z, SIN(alfa))); break; case "y": new_x = addVectors(multScalar(x, COS(alfa)), multScalar(z, SIN(alfa))); new_z = subVectors(multScalar(z, COS(alfa)), multScalar(x, SIN(alfa))); break; case "z": new_x = addVectors(multScalar(x, COS(alfa)), multScalar(y, SIN(alfa))); new_y = subVectors(multScalar(y, COS(alfa)), multScalar(x, SIN(alfa))); } x = new_x; y = new_y; z = new_z; normalization(); } public void playerMoving(float x_move, float y_move, float z_move) { float[] move = new float[3]; move[0] = x_move; move[1] = y_move; move[2] = z_move; setTransMatrix(); float[] trans_move = transVector(move); position[0] = position[0] + step*trans_move[0]; position[1] = position[1] + step*trans_move[1]; position[2] = position[2] + step*trans_move[2]; } public void setTransMatrix() { for (int i = 0; i < 3; i++) { coordiTrans[0][i] = x[i]; coordiTrans[1][i] = y[i]; coordiTrans[2][i] = z[i]; } } public float[] transVector(float[] v) { return multiplyMatrixInVector(coordiTrans, v); }  
      and in the main class i have this:
       
      public void keyPressed(KeyEvent e) { if (e.getKeyCode()== KeyEvent.VK_ESCAPE) { System.exit(0); //player move } else if (e.getKeyCode()== KeyEvent.VK_W) { //front //moveAmount[2] += -0.1f; player.playerMoving(0, 0, 1); } else if (e.getKeyCode()== KeyEvent.VK_S) { //back //moveAmount[2] += 0.1f; player.playerMoving(0, 0, -1); } else if (e.getKeyCode()== KeyEvent.VK_A) { //left //moveAmount[0] += -0.1f; player.playerMoving(-1, 0, 0); } else if (e.getKeyCode()== KeyEvent.VK_D) { //right //moveAmount[0] += 0.1f; player.playerMoving(1, 0, 0); } else if (e.getKeyCode()== KeyEvent.VK_E) { //moveAmount[0] += 0.1f; player.playerMoving(0, 1, 0); } else if (e.getKeyCode()== KeyEvent.VK_Q) { //moveAmount[0] += 0.1f; player.playerMoving(0, -1, 0); //camera move } else if (e.getKeyCode()== KeyEvent.VK_I) { //up player.cameraMoving(1, "x"); } else if (e.getKeyCode()== KeyEvent.VK_K) { //down player.cameraMoving(-1, "x"); } else if (e.getKeyCode()== KeyEvent.VK_L) { //right player.cameraMoving(-1, "y"); } else if (e.getKeyCode()== KeyEvent.VK_J) { //left player.cameraMoving(1, "y"); } else if (e.getKeyCode()== KeyEvent.VK_O) { //right round player.cameraMoving(-1, "z"); } else if (e.getKeyCode()== KeyEvent.VK_U) { //left round player.cameraMoving(1, "z"); } }  
      finallt found it.... i confused with the transformation matrix row and col. thanks anyway!
    • By Lewa
      So, i'm currently trying to implement an SSAO shader from THIS tutorial and i'm running into a few issues here.
      Now, this SSAO method requires view space positions and normals. I'm storing the normals in my deferred renderer in world-space so i had to do a conversion and reconstruct the position from the depth buffer.
      And something there goes horribly wrong (which has probably to do with worldspace to viewspace transformations).
      (here is the full shader source code if someone wants to take a look at it)
      Now, i suspect that the normals are the culprit.
      vec3 normal = ((uNormalViewMatrix*vec4(normalize(texture2D(sNormals, vTexcoord).rgb),1.0)).xyz); "sNormals" is a 2D texture which stores the normals in world space in a RGB FP16 buffer.
      Now i can't use the camera viewspace matrix to transform the normals into viewspace as the cameras position isn't set at (0,0,0), thus skewing the result.
      So what i did is to create a new viewmatrix specifically for this normal without the position at vec3(0,0,0);
      //"camera" is the camera which was used for rendering the normal buffer renderer.setUniform4m(ressources->shaderSSAO->getUniform("uNormalViewMatrix"), glmExt::createViewMatrix(glm::vec3(0,0,0),camera.getForward(),camera.getUp())//parameters are (position,forwardVector,upVector) ); Though i have the feeling this is the wrong approach. Is this right or is there a better/correct way of transforming a world space normal into viewspace?
    • By HawkDeath
      Hi,
      I'm trying mix two textures using own shader system, but I have a problem (I think) with uniforms.
      Code: https://github.com/HawkDeath/shader/tree/test
      To debug I use RenderDocs, but I did not receive good results. In the first attachment is my result, in the second attachment is what should be.
      PS. I base on this tutorial https://learnopengl.com/Getting-started/Textures.


    • By norman784
      I'm having issues loading textures, as I'm clueless on how to handle / load images maybe I missing something, but the past few days I just google a lot to try to find a solution. Well theres two issues I think, one I'm using Kotlin Native (EAP) and OpenGL wrapper / STB image, so I'm not quite sure wheres the issue, if someone with more experience could give me some hints on how to solve this issue?
      The code is here, if I'm not mistaken the workflow is pretty straight forward, stbi_load returns the pixels of the image (as char array or byte array) and you need to pass those pixels directly to glTexImage2D, so a I'm missing something here it seems.
      Regards
    • By Hashbrown
      I've noticed in most post processing tutorials several shaders are used one after another: one for bloom, another for contrast, and so on. For example: 
      postprocessing.quad.bind() // Effect 1 effect1.shader.bind(); postprocessing.texture.bind(); postprocessing.quad.draw(); postprocessing.texture.unbind(); effect1.shader.unbind(); // Effect 2 effect2.shader.bind(); // ...and so on postprocessing.quad.unbind() Is this good practice, how many shaders can I bind and unbind before I hit performance issues? I'm afraid I don't know what the good practices are in open/webGL regarding binding and unbinding resources. 
      I'm guessing binding many shaders at post processing is okay since the scene has already been updated and I'm just working on a quad and texture at that moment. Or is it more optimal to put shader code in chunks and bind less frequently? I'd love to use several shaders at post though. 
      Another example of what I'm doing at the moment:
      1) Loop through GameObjects, bind its phong shader (send color, shadow, spec, normal samplers), unbind all.
      2) At post: bind post processor quad, and loop/bind through different shader effects, and so on ...
      Thanks all! 
  • Advertisement
  • Popular Now

  • Forum Statistics

    • Total Topics
      631393
    • Total Posts
      2999774
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!