Re: [PyOpenGL-Users] texture arrays or 3 textures
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From: Ian M. <geo...@gm...> - 2010-06-04 17:15:06
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On Thu, Jun 3, 2010 at 11:05 AM, Philip Winston <pwi...@gm...> wrote: > I have a shader which takes a 16-bit index and looks into a 256x256 table > for an RGBA value, a colormap I want to extend it to handle larger indexes. > I think the best way is create a texture array or a 3D texture with > multiple 256x256 textures. Then instead of looking up just U, V I would > look up R, S, T. > > Are texture arrays and 3d textures both supported in PyOpenGL? Is one > better suited to this problem? > 3D textures I know are, because I've used them, and texture arrays likely are too. What is the context of this problem? A 3D texture would certainly work, but these suffer from memory issues, complexity, and graphics-cards-generally-not-liking-them. You might do better to "unroll" the 3D texture into a 2D texture, although again, complexity. > I want an exact nearest-neighbor lookup, no filtering in X, Y or Z. > Use GL_NEAREST when making the texture(s) > Thanks. > > -Philip > Ian |