I am trying to use GL_RGB9_E5 format with 3D texture. For this I have created simple test to understand the usage of format. Somehow I am not getting what I expect. Following is test program
GLuint texture;
const unsigned int depth = 1;
const unsigned int width = 7;
const unsigned int height = 3;
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_3D, texture);
const float color[3] = { 0.0f, 0.5f, 0.0f };
const rgb9e5 uColor = float3_to_rgb9e5(color);
GLuint * t1 = (GLuint*)malloc(width*height*depth* sizeof(GLuint));
GLuint * t2 = (GLuint*)malloc(width*height*depth* sizeof(GLuint));
int index = 0;
for (int i = 0; i < depth; i++)
for (int j = 0; j < width; j++)
for (int k = 0; k < height; k++)
{
t1[index] = uColor.raw;
index++;
}
glTexImage3D(GL_TEXTURE_3D, 0,
GL_RGB9_E5,
width, height, depth, 0,
GL_RGB,
GL_UNSIGNED_INT,
(void*)t1);
glGetTexImage(GL_TEXTURE_3D, 0, GL_RGB, GL_UNSIGNED_INT_5_9_9_9_REV, t2);
index = 0;
for (int i = 0; i < depth; i++)
for (int j = 0; j < width; j++)
for (int k = 0; k < height; k++)
{
rgb9e5 t;
t.raw = t2[index];
index++;
}
What I am expecting is what ever uColor.raw I am putting in t1 I get back same raw color in t2 .
I have taken float3_to_rgb9e5 method from Specification for GL_RGB9_E5 at bottom you can find code.
It would be great If someone can give me example for how to use it correctly or correct way of doing it.