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Thread: the gDEBugger texture viewer

  1. #1
    Member Contributor
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    Jun 2011
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    the gDEBugger texture viewer

    I came across a strange phenomena when I was using gDEBugger.

    I opened a texture with the gDEBugger viewer. Under the data view, there is a texel value like this:

    2.6499987
    3.349998
    3.349998
    1

    each component stands for RGBA, respectively.
    However, after I ticked ‘Show values normalized to [0..255] range’, the values changed to

    163
    86
    86
    255

    in which the red component exceeded the green and blue components. Then I switched to the image view, also found that the corresponding pixel is red. Really confusing!

  2. #2
    Senior Member OpenGL Pro
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    Re: the gDEBugger texture viewer

    And how is this about OpenGL in any way?

  3. #3
    Super Moderator OpenGL Lord
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    Re: the gDEBugger texture viewer

    Ignoring the integer part seem to match.

  4. #4
    Senior Member Frequent Contributor
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    Re: the gDEBugger texture viewer

    Just out of curiosity, what texture format do u specify to GL texture when u create it in your application?
    Regards,
    Mobeen

  5. #5
    Member Contributor
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    Re: the gDEBugger texture viewer

    Quote Originally Posted by thokra
    And how is this about OpenGL in any way?
    Somebody introduced me gDEBugger at this forum, so I thought it should be popular among OpenGL developers.

    Quote Originally Posted by mobeen
    Just out of curiosity, what texture format do u specify to GL texture when u create it in your application?
    Here it is
    Code :
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, TEX_WIDTH, TEX_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);

  6. #6
    Senior Member Frequent Contributor
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    Re: the gDEBugger texture viewer

    It seems gDEBugger wraps the values instead of clamping them.
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