Here's how I'm using it:
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB_FLOAT32_APPLE, width, height, 0,
GL_RGB, GL_FLOAT, float_texels );
And here's a small GLUT program that successfully uses a float texture in a
shader (though shows the artifacts when used at the same time as a non-float
texture):
http://www.acm.uiuc.edu/~kcrane/fptex_artifacts.tar.gz
Keenan
---- Original message ----
>Date: Tue, 23 Nov 2004 14:36:17 -0500
>From: Gordon Erlebacher <email@hidden>
>Subject: Re: Float textures in shaders
>To: email@hidden
>Cc: email@hidden
>
>I have had my share of problems with GL_RGB_FLOAT32_APPLE. Could you
please
>send the full line with glTexImage2D? I have never been convinced that
>the floating textures
>work properly. Thanks.
>
> Gordon
>
>
>email@hidden wrote:
>
>>I'm getting artifacts like this:
>>
>>http://www.acm.uiuc.edu/~kcrane/floattex_artifacts.jpg
>>
>>when I try to multiply a floating-point texture (using
GL_RGB_FLOAT32_APPLE)
>>with an 8 bit/component RGB texture in a fragment shader. The strange
thing
>>is I only get these artifacts when the output color is dependent on both
textures
>>-- passing through one texture or the other gives the correct results. I'm
using
>>a mobility 9700, 10.3.6, and Cg version 1.2.1001 w/ arbfp1
>>
>>Keenan
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