Currently job artifacts in CI/CD pipelines on LRZ GitLab never expire. Starting from Wed 26.1.2022 the default expiration time will be 30 days (GitLab default). Currently existing artifacts in already completed jobs will not be affected by the change. The latest artifacts for all jobs in the latest successful pipelines will be kept. More information: https://gitlab.lrz.de/help/user/admin_area/settings/continuous_integration.html#default-artifacts-expiration

Commit e3dcd472 authored by Christian Schulte zu Berge's avatar Christian Schulte zu Berge
Browse files

Fixed usage of GL_CLAMP wrapping mode for OpenGL textures. This mode is...

Fixed usage of GL_CLAMP wrapping mode for OpenGL textures. This mode is deprecated since OpenGL 3.1. Replaced all its occurrences with CLAMP_TO_EDGE, which usually is the wanted behavior. This also seems to improve the performance of the AdvOptimizedRaycaster.
parent 11ccf001
...@@ -38,7 +38,7 @@ Texture::Texture(GLenum type, const cgt::ivec3& dimensions, GLint internalFormat ...@@ -38,7 +38,7 @@ Texture::Texture(GLenum type, const cgt::ivec3& dimensions, GLint internalFormat
: dimensions_(dimensions) : dimensions_(dimensions)
, internalformat_(internalFormat) , internalformat_(internalFormat)
, filter_(filter) , filter_(filter)
, wrapping_(CLAMP) , wrapping_(CLAMP_TO_EDGE)
, id_(0) , id_(0)
, type_(type) , type_(type)
, bpp_(0) , bpp_(0)
...@@ -51,7 +51,7 @@ Texture::Texture(GLenum type, const cgt::ivec3& dimensions, GLint internalFormat ...@@ -51,7 +51,7 @@ Texture::Texture(GLenum type, const cgt::ivec3& dimensions, GLint internalFormat
: dimensions_(dimensions) : dimensions_(dimensions)
, internalformat_(internalFormat) , internalformat_(internalFormat)
, filter_(filter) , filter_(filter)
, wrapping_(CLAMP) , wrapping_(CLAMP_TO_EDGE)
, id_(0) , id_(0)
, type_(type) , type_(type)
, bpp_(0) , bpp_(0)
......
...@@ -53,7 +53,6 @@ public: ...@@ -53,7 +53,6 @@ public:
enum Wrapping { enum Wrapping {
REPEAT = GL_REPEAT, REPEAT = GL_REPEAT,
CLAMP = GL_CLAMP,
CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE, CLAMP_TO_EDGE = GL_CLAMP_TO_EDGE,
CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER, CLAMP_TO_BORDER = GL_CLAMP_TO_BORDER,
MIRRORED_REPEAT = GL_MIRRORED_REPEAT MIRRORED_REPEAT = GL_MIRRORED_REPEAT
......
...@@ -112,7 +112,7 @@ namespace campvis { ...@@ -112,7 +112,7 @@ namespace campvis {
// create texture for result // create texture for result
cgt::Texture* resultTexture = new cgt::Texture(GL_TEXTURE_3D, cgt::ivec3(size), GL_R8UI, cgt::Texture::NEAREST); cgt::Texture* resultTexture = new cgt::Texture(GL_TEXTURE_3D, cgt::ivec3(size), GL_R8UI, cgt::Texture::NEAREST);
resultTexture->setWrapping(cgt::Texture::CLAMP); resultTexture->setWrapping(cgt::Texture::CLAMP_TO_EDGE);
// activate shader and bind textures // activate shader and bind textures
_shader->activate(); _shader->activate();
......
...@@ -89,7 +89,7 @@ namespace campvis { ...@@ -89,7 +89,7 @@ namespace campvis {
// create texture for result // create texture for result
cgt::Texture* distanceTexture = new cgt::Texture(GL_TEXTURE_3D, cgt::ivec3(size), GL_RGB16F, cgt::Texture::LINEAR); cgt::Texture* distanceTexture = new cgt::Texture(GL_TEXTURE_3D, cgt::ivec3(size), GL_RGB16F, cgt::Texture::LINEAR);
distanceTexture->setWrapping(cgt::Texture::CLAMP); distanceTexture->setWrapping(cgt::Texture::CLAMP_TO_EDGE);
// activate shader and bind textures // activate shader and bind textures
_shader->activate(); _shader->activate();
......
...@@ -162,11 +162,11 @@ namespace registration { ...@@ -162,11 +162,11 @@ namespace registration {
cgt::Texture* similarityTex = 0; cgt::Texture* similarityTex = 0;
cgt::Texture* similarityTex2 = 0; cgt::Texture* similarityTex2 = 0;
similarityTex = new cgt::Texture(GL_TEXTURE_2D, cgt::ivec3(p_viewportSize.getValue(), 1), GL_RGBA32F, cgt::Texture::NEAREST); similarityTex = new cgt::Texture(GL_TEXTURE_2D, cgt::ivec3(p_viewportSize.getValue(), 1), GL_RGBA32F, cgt::Texture::NEAREST);
similarityTex->setWrapping(cgt::Texture::CLAMP); similarityTex->setWrapping(cgt::Texture::CLAMP_TO_EDGE);
// NCC and SNR need a second texture and a different shader... // NCC and SNR need a second texture and a different shader...
if (p_metric.getOptionValue() == "NCC" || p_metric.getOptionValue() == "SNR") { if (p_metric.getOptionValue() == "NCC" || p_metric.getOptionValue() == "SNR") {
similarityTex2 = new cgt::Texture(GL_TEXTURE_2D, cgt::ivec3(p_viewportSize.getValue(), 1), GL_RGBA32F, cgt::Texture::NEAREST); similarityTex2 = new cgt::Texture(GL_TEXTURE_2D, cgt::ivec3(p_viewportSize.getValue(), 1), GL_RGBA32F, cgt::Texture::NEAREST);
similarityTex2->setWrapping(cgt::Texture::CLAMP); similarityTex2->setWrapping(cgt::Texture::CLAMP_TO_EDGE);
leShader = _nccsnrCostFunctionShader; leShader = _nccsnrCostFunctionShader;
} }
......
...@@ -164,7 +164,7 @@ namespace campvis { ...@@ -164,7 +164,7 @@ namespace campvis {
// create new texture // create new texture
_hierarchyTexture = new cgt::Texture(GL_TEXTURE_2D, _dimPackedBricks, GL_RGBA32UI, cgt::Texture::NEAREST); _hierarchyTexture = new cgt::Texture(GL_TEXTURE_2D, _dimPackedBricks, GL_RGBA32UI, cgt::Texture::NEAREST);
_hierarchyTexture->setWrapping(cgt::Texture::CLAMP); _hierarchyTexture->setWrapping(cgt::Texture::CLAMP_TO_EDGE);
LGL_ERROR; LGL_ERROR;
// attach mipmaps manually (as we want special ones) // attach mipmaps manually (as we want special ones)
...@@ -218,7 +218,7 @@ namespace campvis { ...@@ -218,7 +218,7 @@ namespace campvis {
cgt::TextureUnit xorUnit; cgt::TextureUnit xorUnit;
xorUnit.activate(); xorUnit.activate();
_xorBitmaskTexture = new cgt::Texture(GL_TEXTURE_2D, cgt::ivec3(128, 128, 1), GL_RGBA32UI, cgt::Texture::NEAREST); _xorBitmaskTexture = new cgt::Texture(GL_TEXTURE_2D, cgt::ivec3(128, 128, 1), GL_RGBA32UI, cgt::Texture::NEAREST);
_xorBitmaskTexture->setWrapping(cgt::Texture::CLAMP); _xorBitmaskTexture->setWrapping(cgt::Texture::CLAMP_TO_EDGE);
_xorBitmaskShader->activate(); _xorBitmaskShader->activate();
_fbo->activate(); _fbo->activate();
......
Markdown is supported
0% or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment