texturing using texelFetch()

别等时光非礼了梦想. 提交于 2019-12-04 05:44:16
uniform isamplerBuffer sampler;
glTexBuffer(GL_TEXTURE_BUFFER, GL_R8, bufferid);

There's your problem: they don't match.

You created the texture's storage as unsigned 8-bit integers, which are normalized to floats upon reading. But you told the shader that you were giving it signed 8-bit integers which will be read as integers, not floats.

You confused OpenGL by being inconsistent. Mismatching sampler types with texture formats yields undefined behavior.

That should be a samplerBuffer, not an isamplerBuffer.

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