So i'm trying to pass a bunch of vectors to the fragment shader and apparently i should do it with a 1d texture. But if i try to access the passed vectors, the values are not what i expect.
How should i index the texture() function?
Passing the texture:
std::vector<vec3> triangles;
//triangles is already filled by this point
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_1D, texture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGB16F, Object::triangles.size(), 0, GL_RGB, GL_FLOAT, &Object::triangles[0]);
GLint textureLoc = glGetUniformLocation( getId(), "triangles" );
glUniform1f(textureLoc, 0);
setUniform((int)Object::triangles.size(), "triCount");
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//draw a rectangle from -1,-1 to 1,1
fragment shader code:
uniform sampler1D triangles;
uniform int triCount;
struct Triangle{
vec3 a,b,c;
vec3 normal;
};
void main(){
for(int i = 0;i < triCount;i++){//for each triangle
Triangle triangle;
//set the points of the triangle
triangle.a = vec3(texture(triangles,i));
triangle.b = vec3(texture(triangles,i++));
triangle.c = vec3(texture(triangles,i++));
//set the normal vector of the triangle
triangle.normal = vec3(texture(triangles,i++));
//then i do stuff with the current triangle and return a color
}
}
The array contains 3 points and a normal vector of a bunch of triangles, that's why i read from the texture this way.
edit: glGetTexImage confirmed that the passed texture is correct.