CopernicusTheNines's picture

Texture Arrays with GLControl

Hi! I'm trying to use a texture array in a C# winforms form with a GLControl for my rendering. I'm having a lot of trouble.

I have this basic function set up to just build me a blank, all white texture array:

      private int LoadTexture3D()
            int numsubtextures = 4;
            int texture;
            GL.GenTextures(1, out texture);
            GL.BindTexture(TextureTarget.Texture2DArray, texture);
            byte[] fakeData = new byte[512 * 512 * 4 * numsubtextures];
            for (int i = 0; i < 512 * 512 * 4 * numsubtextures; i++)
                fakeData[i] = (byte)255;
            GCHandle pinnedArray = GCHandle.Alloc(fakeData, GCHandleType.Pinned);
            IntPtr pointer = pinnedArray.AddrOfPinnedObject();
            GL.TexImage3D(TextureTarget.Texture2DArray, 0, PixelInternalFormat.Rgba, 512, 512, numsubtextures, 0, OpenTK.Graphics.OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, pointer);
            GL.BindTexture(TextureTarget.Texture2DArray, 0);
            return texture;

But, when I bind that texture (using TextureTarget.Texture2DArray) and use it to render, i always get black! I made sure to start my shader with "#version 120" and "#extension GL_EXT_texture_array : enable", it uses a sampler2DArray and calls texture2DArray with a vec3 that has the z component set to the depth of the array to sample from (and x/y set appropriately).

I have this exact same process working in C++, yet when I try to do it in a GLControl I seem to be getting a black texture. Help?

(EDIT): I also can't get 3D textures working. What gives?


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CopernicusTheNines's picture

Oh. Duh. I forgot to do this:

            GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
            GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Clamp);
            GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Clamp);
            GL.TexParameter(TextureTarget.Texture2DArray, TextureParameterName.TextureWrapR, (int)TextureWrapMode.Clamp);

Works fine!