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GL_RGBA32F with glTexImage2D

Posted by Moa on Nov 12, 2015; 6:38am
URL: https://forum.jogamp.org/GL-RGBA32F-with-glTexImage2D-tp4035766.html

I have some code that uses the GL_RGBA32F internal format for HDR textures (in my case, used for pre-computed atmospheric transmission and scattering).

The following code works in JoGL 2.1.2  but fails in JoGL 2.3.2.

FloatBuffer pixels = (FloatBuffer) GLBuffers.newDirectGLBuffer(GL4.GL_FLOAT, width * height * floatsPerPixel);
 textureData = new TextureData(GLProfile.get(GLProfile.GL4), GL4.GL_RGBA32F, width, height, borderWidth,  GL4.GL_RGBA, GL4.GL_FLOAT, createMipMaps, dataIsCompressed, mustFlipVertically, pixels, flusher);

The GL_RGBA32F is defined in:
https://www.khronos.org/opengles/sdk/docs/man3/html/glTexImage2D.xhtml


Looking at the JoGL source code I can see that formats like GL_RGBA32F do not seem to be supported any more, and JoGL blocks them instead of passing them through to OpenGL.

Is there another way to use HDR textures with JoGL 2.3.2?  or is it just a matter of JoGL dropping support and needing to 'catch up' again to allow all supported formats?