Compute shader not modifying 3d texture

早过忘川 提交于 2019-12-05 05:09:07

Ugh. So apparently a 3D texture has to be bound as layered, otherwise the shader isn't able to modify any uvw coordinate with w>0.

glBindImageTexture(0, volume_tid, 0, /*layered=*/GL_TRUE, 0, GL_READ_WRITE, GL_R8);

does the trick.

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