hello everyone,
im having a problem with a compressed 3D texture in the format DXT5… the data uploaded to the graphics card seems to be ok but the final result is a bit “mad”, let em show you a render of whats happening…
now lets look at the code…im doing this for loading…
glGenTextures(1, &TextureID);
glEnable( GL_TEXTURE_3D );
glBindTexture( GL_TEXTURE_3D , TextureID);
glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,GL_LINEAR );
glTexParameteri( GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,GL_LINEAR );
glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf( GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
glCompressedTexImage3DARB(GL_TEXTURE_3D, 0, format, width,
height, depth, 0, size, data);
the image is 256256256 , it doesnt have any mipmaps, just the textures, decompressing the image using a software it all seems good…but here is terrible…
any way the debug values are all good, but i can´t see whats wrong… am i missing something here? for sure… but i don´t know what… help me… :\
one of the problems is that the texcoords are in 0-1 so i should see only a slice at the time, and im seeing 4*4 of each slice, and that´s not good at all…