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
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