hi, i have a problem with this method of updating my texture data.
i have a program to process image data with a shader. when i call the display method, the data of the processed texture should be changed:
public void display ( GLAutoDrawable drawable ) {
this.gl.glTexImage2D ( this.texture_target, 0, GL.GL_RGB32F_ARB, this.width, this.height, 0,
this.texture_format, this.data_type, this.data );
//this.gl.glTexSubImage2D ( this.texture_target, 0, 0, 0, this.width, this.height,
//this.texture_format, this.data_type, this.data );
renderQuad ( this.gl );
this.results = BufferUtil.copyFloatBuffer ( ( FloatBuffer ) readDataFromGPUMem () );
}
it works fine with glTexImage2D, but unfortunately it’s too slow for my application (the texture has to be updated in realtime).
if i use glTexSubImage2D, all my resulting pixels are black…
so the data doesen’t seem to be updated correctly. did i forget something, or is something wrong in my code?
thx.