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The original problem was that I was using 3D wrapping mode (S, T, R) for
cube map textures, but GL_TEXTURE_WRAP_R was not defined on ES2 so it
seemed rather suspicious.
Google seems to be lost on this and most of the online tutorials seem to
be setting GL_TEXTURE_WRAP_R even for cube map textures, so I need to
investigate myself. As seen in the rather old ARB_texture_cube_map
extension, there is no new GL_TEXTURE_WRAP_R token added, it is defined
only for 3D textures and there is no apparent dependency between these
two. The wrap mode for cube maps is defined as follows:
* The sampler determines one of the six faces and then employs
conventional 2D texture mapping on given face.
Thus wrapping mode for CubeMapTexture is now changed to be only
two-dimensional (instead of 3D).
For texture arrays the mode is also only one- or two-dimensional (not
two- or three-dimensional), because, as said in the (also rather old)
EXT_texture_array extension, the texture layer is _always_
(independently of any sampling state) selected as follows:
l = clamp(round(t), 0, num_layers - 1)
Thus wrapping mode for Texture1DArray is now changed to be only
one-dimensional (instead of 2D) and for Texture2DArray only
two-dimensional (instead of 3D).
Wrapping for CubeMapTextureArray is now also two-dimensional instead of
3D (with the original way of thinking it would have needed to be 4D!).
pull/107/head
5 changed files with 11 additions and 9 deletions
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