I\'m trying to provide access to a 3-dimensional array of scalar data to a fragment shader, from a Python program using PyOpenGL.
In the fragment shader, I declare t
I figured out the problem: Apparently GL_TEXTURE_3D is by default mipmapped, I only provided level 0, and (how I'm not clear about) another level is selected. The problem is solved by glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0).
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAX_LEVEL, 0)