OpenGL 3.3, GLSL 1.5: How to setup a Texture Buffer Object containing various texture2D?
I've been wondering whether it is possible to have an array of sampler2D in a GLSL 1.5 vertex shader.
I need to access 30 different 2d-textures from my vertex shader. I read that it is not possible to have a structure like:
uniform sampler2d texture[30];
However, having 30 different uniforms is a bit exaggerated and fairly hard to manage...
So, that brought me to the idea of having a texture buffer object. TBO's are supported since OpenGL 3.0. However, I couldn't find a good tutorial or example, respectively, which shows how to initialize a TBO with not only one texture, but several textures.
This website shows an example on how to initialize a TBO with a single texture. No big deal at all. I think the most important method is
void createTBO(GLuint* tbo, GLuint* tex)
By executing the method
glTexBufferEXT(GL_TEXTURE_BUFFER_EXT, GL_RGBA32F_ARB, *tbo);
one can actually attach the texture to the buffer. This is also mentioned here. I assume calling glTexBuffer 30 times one after the other wouldn't do the trick.
So, I've been thinking if there might be another way of getting the very same result. I came up with two ideas:
- Adding the 30 2d-textures to a 3d-texture and attach that directly to the vertex shader. However, that would be a big waste of memory since most of the 3d-texture's layers wouldn't be used.
- Using a structure called sampler2DArray. It is mentioned in the specs. However, I searched the web and couldn't find any valuable information about how to implement that.
So, my questions are:
- How do I setup a T开发者_运维技巧BO containing more than only 1 texture?
- Is that possible at all?
- Do you know sources where I could find information about adding 2d-textures to a 3d-texture?
- Do you know websites where I could find information about the initializing, binding and usage of sampler2DArray?
I'd be grateful if you could advice me. I'm really a newbie in terms of OpenGL.
Thanks Walter
I believe you misunderstood what a Texture Buffer Object (TBO) is. A TBO is used to access a buffer object inside a shader, nothing more. It doesn't hold multiple textures or anything like that.
If the textures are of the same size, you can use a 3D texture or a Texture array. A TBO is no use for your problem.
You could use sampler2DArray uniforms. You can use them to pass multiple textures to your shader.
http://www.opengl.org/registry/specs/EXT/texture_array.txt
An alternative solution would be to use a very large tbo and store all textures within the tbo. A Texture can be as large as 11585x11585 texels (2^27)
texture_buffer_object.txt
As Jotschi suggested use one very large texture and adjust texture coordinates accordingly. (or: write a shader that maps standard coordinates to the right place) This is what's called a texture atlas. I'd guess you can find some implementations by searching for the term.
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