Original Post
Hi guys, I have made a lot of progress with my geometry clipmaps implementation but I have a small problem that I just can't figure out. I am using displacement mapping with VBOs for implementing my geometry clipmaps algo. When mapping my vertex texture I do the following to load my texture: It works like that and it gives me this output:
But... when I do it like this: It comes out like this:
Totally flat. No terrain at all. What you see above is multilple layers in wireframe mode with different colors to highlight the different layers. My Data variable is a 8-bpp 256x256 image. Any ideas why it could do this? Thanks
//Width - Image Width
//Height - Image Height
//colorMode - RGB, RGBA or LUMINANCE (Its an enum without GL_ prefix)
//Data - Image Data
gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA_FLOAT32_ATI, Width, Height, colorMode, GL_UNSIGNED_BYTE, Data);
But... when I do it like this:
//Width - Image Width
//Height - Image Height
//colorMode - RGB, RGBA or LUMINANCE (Its an enum without GL_ prefix)
//Data - Image Data
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, Width, Height, 0, colorMode, GL_UNSIGNED_BYTE, Data);
Totally flat. No terrain at all. What you see above is multilple layers in wireframe mode with different colors to highlight the different layers. My Data variable is a 8-bpp 256x256 image. Any ideas why it could do this? Thanks