Depth texture with GL_REPEAT

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    PenCyot3
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    When depth texture is used with GL_REPEAT, texture2D() may fetch black value.
    This issue did not occur in GL_CLAMP_TO_EDGE.

    I tested it in Galaxy S (SC-02B Android 2.3.3 GINGERBREAD.OMKE3).

    I made the texture object as follows. All the elements of pixels are 0x7777 then.

      glBindTexture( GL_TEXTURE_2D, texture );
      glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
      glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 4, 4, 0,
                    GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, pixels );

    The following image is screenshot in Galaxy S.

    Wrap-mode of texture which an upper triangle uses is GL_REPEAT. Wrap-mode of texture
    which an lower triangle uses is GL_CLAMP_TO_EDGE.

    The source code of the application mentioned above is
    http://dl.dropbox.com/u/23346852/ticket-701_5/Test701_5-source.zip
    (md5sum=37b63dff0b9a7646a0c732d62e5284ac)

    The APK file of the application is
    http://dl.dropbox.com/u/23346852/ticket-701_5/Test701_5.apk
    (md5sum=45576e74c1da1ab6ca026e0525c0c128)

    The following image is screenshot in GALAPAGOS 003SH.

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