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!

And how is this about OpenGL in any way?

Ignoring the integer part seem to match.

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

Somebody introduced me gDEBugger at this forum, so I thought it should be popular among OpenGL developers.

Here it is


glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, TEX_WIDTH, TEX_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);

It seems gDEBugger wraps the values instead of clamping them.