Passing a big texture to a GLSL shader?

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I need to pass two textures of 65536x1024 pixels each to the shader program. I can't do this via the standard glTexImage2D() method because there is a limitation on the OpenGL side on the height and width of the textures (this value is stored to the GL_MAX_TEXTURE_SIZE constant). I was considering splitting each texture into subtextures using glTexImage3D(GL_TEXTURE_2D_ARRAY, ...), but as I understand it can be difficult with that too. Is there any way to pass these textures to a shader?

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