I have created a texture and filled it with ones:
size_t size = width * height * 4;
float *pixels = new float[size];
for (size_t i = 0; i < size; ++i) {
pixels[i] = 1.0f;
}
glTextureStorage2D(texture_id, 1, GL_RGBA16F, width,
height);
glTextureSubImage2D(texture_id, 0, 0, 0, width, height, GL_RGBA,
GL_FLOAT, pixels);
I use linear filtering (GL_LINEAR
) and clamp to border.
But when I draw the image:
color = texture(atlas, uv);
the last row looks like it has alpha values of less than 1. If in the shader I set the alpha to 1:
color.a = 1.0f;
it draws it correctly. What could be the reason for this?