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private void CreateTextureData()
{
int W = 512;
int H = 512;
ushort[] Data = new ushort[ W * H ];
ushort Color = 32768;
int Index = 0;
for ( int l = 0; l < H; l++ ) {
Color = 0;
for ( int p = 0; p < W; p++ ) {
Data[ Index++ ] = Color;
Color++;
}
}
GL.Enable( EnableCap.Texture2D );
GL.TexParameter( TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, ( int )TextureMinFilter.Nearest );
GL.TexParameter( TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, ( int )TextureMinFilter.Nearest );
GL.GenTextures( 1, out m_TextureData );
GL.BindTexture( TextureTarget.Texture2D, m_TextureData );
GL.TexImage2D( TextureTarget.Texture2D, 0, PixelInternalFormat.R16f, W, H, 0, OpenTK.Graphics.OpenGL.PixelFormat.Luminance, PixelType.UnsignedShort, Data );
Console.WriteLine( "Err : " + GL.GetError().ToString() ); ;
GL.BindTexture( TextureTarget.Texture2D, 0 );
} |
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