I have a 3D texture with an internal format of GL_R32UI
, writing to it works fine as long as I pretend its a floating point texture.
That is if I bind it as
layout(binding = 0) uniform image3D Voxels;
And write to it with
imageStore(Voxels, coord.xyz, vec4(1));
Everything works exactly as expected. However trying to bind it while specifying the correct type as
layout(r32ui, binding = 0) uniform uimage3D Voxels;
and writing to its with
imageStore(Voxels, coord.zxy, uvec4(1));
doesn't seem to work, that is, nothing gets written to the texture. I'd like to get this work correctly so that I can then use the imageAtomic
operations. Anyone have any idea what could be going on?