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glTexImage3D components!

Started by golgoth Sep 21, 2005 at 5:28 PM 1 replies 750+ views
Original Post
golgoth
golgoth
Hi all! i ve been going trought an nvidia sample where they use a 3d texture to make a jitter effect on a shadow map texture... good idea! the problem is they use NV components wich ill like to get rid of! glTexImage3D(GL_TEXTURE_3D, 0, GL_SIGNED_RGBA_NV... so far i didnt find the equivalent... any idea what i should use instead? thx
Yann L
Yann L
Quote:

so far i didnt find the equivalent... any idea what i should use instead

Depends on what you do in your pixel shader. GL_SIGNED_RGBA_NV is part of the nv_texture_shader2 extension, an obsolete functionality that allowed pseudo-pixelshader operations on 3D textures. This extension doesn't have a non-NV equivalent at all. The functionality of these old fashioned texture shaders has been completely replaced by ARB_fragment_program or GLSL.

The format you store your 3D texture is relevant only in combination with a specific pixelshader that interpretes this information. So, in practice this means that you need to rewrite the texture shader functionality using a modern shader language (I'd suggest GLSL).
golgoth
golgoth
alright thx alot!

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