Issue with float texture

This topic contains 12 replies, has 4 voices, and was last updated by  Gordon 7 years, 1 month ago.

Viewing 13 posts - 1 through 13 (of 13 total)
  • Author
    Posts
  • #30194

    Slion
    Member

    I’m trying to use the GL_OES_texture_float extension on ES2 PC emulator (win32).
    Pixel type: GL_FLOAT
    Pixel format: GL_RGB

    However my object render is invisible or black if I override the alpha component to 1.0.
    So it seems my texture contains only zeros.
    My sample variable is well defined using highp qualifier.
    My graphic card is: GeForce 8300 GS/PCI/SSE2

    Am I missing something? Has anyone been there before?

    #34066

    Xmas
    Member

    Is your texture mipmap complete, i.e. does it have all mipmap levels or are you using GL_NEAREST as the minification filter?

    #34067

    Slion
    Member

    I’m using GL_NEAREST and GL_CLAMP_TO_EDGE. I don’t want mipmap.

    #34068

    Slion
    Member

    I was trying to find an example in the SDK but I could not find any.

    #34069

    Slion
    Member

    I’ve added an extension requirement precompiler statement to my fragment shader:
    #extension GL_OES_texture_float : require

    That causes the compilation to return an error saying the extension is not supported. That’s funny cause the extensions string does mention GL_OES_texture_float.

    Any thought? Do I need to configure the SDK in some ways for this to work?

    #34070

    jacekc
    Member

    Could you please send narrowed example showing the issue you have described in your first post so we can reproduce it? 

    Regards,

    #34071

    Slion
    Member

    Unfortunately I can’t do that so easily cause the whole thing is part of a larger framework. When I get a chance I’ll try to implement a minimalistic example reproducing this issue as it seems the only way forward now.

    On the other hand if someone had such a demo application showing basic usage of GL_OES_texture_float extension that would probably fix me up too.

    #34072

    Slion
    Member

    Here is the compilation error that I get when adding the “require” directive into my fragment shader:

    ERROR: 0:8: Extension GL_OES_texture_float not supported
    ERROR: 1 compilation errors. No code generated.

    Still working on PC emulator with the graphic card mentioned above. glGetString(GL_EXTENSIONS) does contain GL_OES_texture_float.

    #34073

    Xmas
    Member

    The GLSL #extension mechanism only applies to extensions to the language. GL_OES_texture_float does not extend the shading language.

    #34074

    Slion
    Member

    I see. Good to know. Thanks a lot for that answer.
    So I don’t need to do anything to enable GL_OES_texture_float?
    It should just work if supported right?

    #34075

    jacekc
    Member

    Hi,

    There is a bug within implementation of OES_texture_float. Our next release (SDK 2.7) will have it fixed.

    Regards,

    #34076

    Slion
    Member

    Thanks for looking into this issue.
    Do you have any indicative release date for that SDK 2.7?

    #34077

    Gordon
    Moderator

    The 2.7 SDK should now be available from our website:

    https://www.imgtec.com/powervr/insider/powervr-sdk.asp

Viewing 13 posts - 1 through 13 (of 13 total)
You must be logged in to reply to this topic.