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Problems with GL_NV_texture_shader3



Title: Problems with GL_NV_texture_shader3

Hi,

Were using GL_NV_texture_shader3 extension to perform some kind of color conversion based on profiles. The original code was taken from somewhere on the internet. On most cards it works well but on some cards the results is a totally white view port.

The cards that do not work are 8600M and 8800GT.

The code looks something like this:

static boost::shared_array<char> s_lastColorMapData;

// s_conversionTextures hold two texture objects (view port and color conversion map)

if (colorTransformChanged) {

// Code to update the color map data in s_lastColorMapData if needed

        // setup 3d texture with color transform data

glEnable(GL_TEXTURE_3D);

glActiveTextureARB (GL_TEXTURE1_ARB);

glBindTexture (GL_TEXTURE_3D, s_conversionTextures[1]);

glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);

glTexImage3D(GL_TEXTURE_3D, 0, components, gridSize, gridSize, gridSize, 0, format, type, s_lastColorMapData .get());

glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);

                               

glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);   

}

// set up textures for drawing

glActiveTextureARB (GL_TEXTURE0_ARB);

glBindTexture (GL_TEXTURE_3D, s_conversionTextures[1]); // tex[1] already contains viewport image obtained with readPixels

glEnable (GL_TEXTURE_2D);

glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

::glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

::glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

glActiveTextureARB (GL_TEXTURE1_ARB);

glEnable(GL_TEXTURE_3D);               

glBindTexture (GL_TEXTURE_3D, s_conversionTextures[1]);

// setup shader

glEnable (GL_TEXTURE_SHADER_NV);

glTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_DEPENDENT_RGB_TEXTURE_3D_NV);

glTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);

glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

glActiveTextureARB (GL_TEXTURE0_ARB);

glTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);

glTexEnvi (GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);

glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

DrawVP(); // This code draws a single quad the size of the viewport stretching both textures on it.

// disable shader

glDisable(GL_TEXTURE_SHADER_NV);



Are we doing something wrong here, or is there a bug in the drivers?

Thanks

Yaron Tadmor

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