I am trying to implement OPENGL paletted texture extension on ATI 8500 by using fragment shader. I put my 8-bit luminance texture in texture unit 0, and palette lookup table as 1D texture in unit 1. Fragment shader defined as follows:
glBindFragmentShaderATI(m_fragmentShaderID);
glBeginFragmentShaderATI();
// first phase
glSampleMapATI(GL_REG_0_ATI, GL_TEXTURE0_ARB, GL_SWIZZLE_STR_ATI);
glSampleMapATI(GL_REG_1_ATI, GL_TEXTURE1_ARB, GL_SWIZZLE_STR_ATI);
glColorFragmentOp1ATI(GL_MOV_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_0_ATI, GL_NONE, GL_NONE);
// second phase
glSampleMapATI(GL_REG_0_ATI, GL_REG_1_ATI, GL_SWIZZLE_STR_ATI);
glColorFragmentOp1ATI(GL_MOV_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_0_ATI, GL_NONE, GL_NONE);
glEndFragmentShaderATI();
Unfortunately, it didn’t work. Anything wrong? Please help! Thanks.