JOCL texture generation
Posted by fifty on Mar 11, 2014; 8:52pm
URL: https://forum.jogamp.org/JOCL-texture-generation-tp4031853.html
Hi,
I am looking for an example on how to setup a buffer/image to generate an RGBA texture
with JOCL. On my hardware Intel HD4600 CL-GL-interop does not seem to work.
I am currently trying to read-back the buffer/image and define the texture from it.
Buffer definition:
CLBuffer<ByteBuffer> texBuffer = clContext.createByteBuffer(bufferWidth*bufferHeight*4, CLBuffer.Mem.WRITE_ONLY);
Texture definition after read-back of texBuffer:
gl.glTexImage2D (GL3.GL_TEXTURE_2D, 0, GL3.GL_RGBA8, bufferWidth, bufferHeight, 0,
GL3.GL_RGBA, GL3.GL_UNSIGNED_BYTE, texBuffer.getBuffer());
kernel:
__kernel void function ( __global const float* height,
__global const float* pvec,
__global unsigned char* store,
unsigned len, unsigned w, unsigned h )
Now what is the correct order of RGBA components in "unsigned char* store"? Or is it better to use "uint*" with
"type=GL_UNSIGNED_INT" in JOGL?
Thanks a lot!