Opengl 使用统一采样器2D[]时无法解释的行为

Opengl 使用统一采样器2D[]时无法解释的行为,opengl,glsl,shader,opengl-4,Opengl,Glsl,Shader,Opengl 4,很抱歉,这需要一点解释。我想让它尽可能简单 我想做什么: 我正在可视化高度场。高度场可能有多个面片。面片是改变高度场的较小纹理 我使用的是OpenGL 4.0,主要是tesselation着色器。然而,对于这个问题,这应该是无关紧要的 什么工作准备就绪。 我有高度场(无补丁)的可视化工作。与此问题相关的有趣部分是细分求值着色器和片段着色器 细分求值着色器从高度场采样器中为每个顶点获取其高度 layout(quads, fractional_odd_spacing, ccw) in; out f

很抱歉,这需要一点解释。我想让它尽可能简单

我想做什么: 我正在可视化高度场。高度场可能有多个面片。面片是改变高度场的较小纹理

我使用的是OpenGL 4.0,主要是tesselation着色器。然而,对于这个问题,这应该是无关紧要的

什么工作准备就绪。 我有高度场(无补丁)的可视化工作。与此问题相关的有趣部分是细分求值着色器和片段着色器

细分求值着色器从高度场采样器中为每个顶点获取其高度

layout(quads, fractional_odd_spacing, ccw) in;

out float onEdge;
out float teDistanceToMinHeight;
out vec4 tcPosition;

void main()
{
    // bilinear interpolate: position
    vec4 pos_a    = mix(gl_in[0].gl_Position, gl_in[1].gl_Position, gl_TessCoord.x);
    vec4 pos_b    = mix(gl_in[3].gl_Position, gl_in[2].gl_Position, gl_TessCoord.x);
    vec4 position = mix(pos_a, pos_b, gl_TessCoord.y);

    // bilinear interpolate: hf texture coordinate
    vec2 tex_a    = mix(gl_in[0].gl_TexCoord[HFTexCoordID].xy, gl_in[1].gl_TexCoord[HFTexCoordID].xy, gl_TessCoord.x);
    vec2 tex_b    = mix(gl_in[3].gl_TexCoord[HFTexCoordID].xy, gl_in[2].gl_TexCoord[HFTexCoordID].xy, gl_TessCoord.x);
    vec2 hfTexCoord = mix(tex_a, tex_b, gl_TessCoord.y);

    float height = getHeightFieldHeight(hfTexCoord);
    position.y = height;
    //position.y = getHeightFieldHeightMin();

    gl_Position = gl_ModelViewProjectionMatrix * position;
    tcPosition = gl_Position;
    gl_TexCoord[HFTexCoordID].xy = hfTexCoord;

    // a vertex is on the edge of a patch if one of the tess coords is 0
    onEdge = float((gl_TessCoord.x == 0 || gl_TessCoord.y == 0));
    teDistanceToMinHeight = height - getHeightFieldHeightMin();
}
片段着色器使用属于手边片段的顶点的创造性高度来访问1D高度palett纹理。请暂时忽略高度梯度。它用于计算法线。这完全可以

in float onEdge;
in float teDistanceToMinHeight;
in vec4 tcPosition;

out vec4 FragColor;

vec3
getHeightMapGradient(in vec2      ts_position,
                     in vec2      texel_offset)
{
    vec3 x = vec3(2.0 * texel_offset.x, 0.0, getHeightFieldHeight(ts_position + vec2(texel_offset.x, 0.0))
                                           - getHeightFieldHeight(ts_position - vec2(texel_offset.x, 0.0)));


    vec3 y = vec3(0.0, 2.0 * texel_offset.y, getHeightFieldHeight(ts_position + vec2(0.0, texel_offset.y))
                                           - getHeightFieldHeight(ts_position - vec2(0.0, texel_offset.y)));
    return cross(x, y);
}

void main()
{
    if(teDistanceToMinHeight < 0.00001){
        // filter points near the zero position
        discard;
    }

    // attributes
    vec2 hfTexCoords = gl_TexCoord[HFTexCoordID].xy;
    //float hfPaletteTexCoord = getHeightFieldHeight(hfTexCoords) / HeightFieldHeight;
    float hfPaletteTexCoord = (texture(HeightField, hfTexCoords).r -HeightFieldLowering);


    vec2 heightMapSize      = vec2(textureSize(HeightField, 0).xy);
    vec2 heightMapTexelSize = vec2(1.0) / vec2(heightMapSize);


    // some standard colors
    vec4 white = vec4(1);
    vec4 yellow = vec4(1,1,0,1);
    vec4 blue = vec4(0,0,1,1);

    // get the color
    FragColor = texture(HeightFieldPalette, hfPaletteTexCoord ); // use height field  palette as color

    if(onEdge > 0.9 && ShowOriginalGrid == 1 ){
        FragColor = mix(FragColor, yellow, 0.5);
    }

    // shading
    vec3 n = normalize(getHeightMapGradient(hfTexCoords, heightMapTexelSize).xzy);
    vec3 l = vec3(1,1,0);
    vec3 v = normalize(CameraPosition - tcPosition.xyz);
    vec3 h = normalize(l + v);

    float df= dot(n, l);

    FragColor = (FragColor * (df * 0.5 + 0.5)) // diffuse
                + vec4(1) * pow(max(0.0, dot(n,h)), 60.0) // specular
                + 0.1; // ambient


}
sampler2D[]背后的想法是拥有一种数组,而该数组的每个纹理可能具有不同的大小。我知道这个构造中的每一个都使用(在本例中)20个纹理单元。这是罚款的限制

当我访问面片时,片段着色器仅输出黑色像素。据我所知,细分评估着色器工作正常,因为我可以在高度字段中看到山丘,但这不是它的一部分

我非常感谢你的建议。关于这个问题

我知道我可以使用一个数组,但是每个元素(纹理)必须有相同的大小。但我需要的补丁大小是灵活的。将面片切割成固定大小的纹理,然后在着色器中将它们粘在一起,这可能是另一种选择,但我不想实现这种组织开销,除非我真的必须这样做

信息日志

Visualization Lib

rary v2011.5.1142 [f32]
Jun  9 2011 - 11:36:25 - GCC compiler [RELEASE] [x32]

 --- Environment ---
VL_LOGFILE_PATH <not present>
VL_DATA_PATH <not present>
VL_VERBOSITY_LEVEL = NORMAL
VL_CHECK_GL_STATES = YES

 --- Global Settings --- 
Log file  = log.txt
Data path = ../data
Verbosity level = NORMAL
Check OpenGL States = YES

 --- GLEW ---
GLEW version: 1.5.7

 --- OpenGL Info ---
OpenGL version: 4.1.0 NVIDIA 260.19.21
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: Quadro 6000/PCI/SSE2
OpenGL profile: Compatible
GLSL version: 4.10 NVIDIA via Cg compiler
Max texture size: 16384
Texture coords: 8
Texture conventional units: 4
Texture image units: 32
Anisotropic texture filter: YES, 16X
S3 Texture Compression: YES
Vertex Buffer Object: YES
Pixel Buffer Object: YES
Framebuffer Object: YES
Max vertex attributes: 16
Max varying floats: 60
Max fragment uniform components: 2048
Max vertex uniform components: 4096
Max elements vertices: 1048576
Max elements indices: 1048576

 --- OpenGL Extensions --- 
GL_ARB_blend_func_extended              GL_ARB_color_buffer_float
GL_ARB_compatibility                    GL_ARB_copy_buffer
GL_ARB_depth_buffer_float               GL_ARB_depth_clamp
GL_ARB_depth_texture                    GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend               GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex        GL_ARB_draw_instanced
GL_ARB_ES2_compatibility                GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions       GL_ARB_fragment_program
GL_ARB_fragment_program_shadow          GL_ARB_fragment_shader
GL_ARB_framebuffer_object               GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4                 GL_ARB_get_program_binary
GL_ARB_gpu_shader5                      GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel                 GL_ARB_half_float_vertex
GL_ARB_imaging                          GL_ARB_instanced_arrays
GL_ARB_map_buffer_range                 GL_ARB_multisample
GL_ARB_multitexture                     GL_ARB_occlusion_query
GL_ARB_occlusion_query2                 GL_ARB_pixel_buffer_object
GL_ARB_point_parameters                 GL_ARB_point_sprite
GL_ARB_provoking_vertex                 GL_ARB_robustness
GL_ARB_sample_shading                   GL_ARB_sampler_objects
GL_ARB_seamless_cube_map                GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding              GL_ARB_shader_objects
GL_ARB_shader_precision                 GL_ARB_shader_subroutine
GL_ARB_shading_language_100             GL_ARB_shadow
GL_ARB_sync                             GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp             GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32      GL_ARB_texture_compression
GL_ARB_texture_compression_bptc         GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map                 GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add                  GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar             GL_ARB_texture_env_dot3
GL_ARB_texture_float                    GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat          GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two         GL_ARB_texture_query_lod
GL_ARB_texture_rectangle                GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui               GL_ARB_texture_swizzle
GL_ARB_timer_query                      GL_ARB_transform_feedback2
GL_ARB_transform_feedback3              GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object            GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object              GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object             GL_ARB_vertex_program
GL_ARB_vertex_shader                    GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array                   GL_ARB_window_pos
GL_ATI_draw_buffers                     GL_ATI_texture_float
GL_ATI_texture_mirror_once              GL_S3_s3tc
GL_EXT_texture_env_add                  GL_EXT_abgr
GL_EXT_bgra                             GL_EXT_bindable_uniform
GL_EXT_blend_color                      GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate              GL_EXT_blend_minmax
GL_EXT_blend_subtract                   GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader                        GL_EXT_depth_bounds_test
GL_EXT_direct_state_access              GL_EXT_draw_buffers2
GL_EXT_draw_instanced                   GL_EXT_draw_range_elements
GL_EXT_fog_coord                        GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample          GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_object               GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4                 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4                      GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil             GL_EXT_packed_float
GL_EXT_packed_pixels                    GL_EXT_pixel_buffer_object
GL_EXT_point_parameters                 GL_EXT_provoking_vertex
GL_EXT_rescale_normal                   GL_EXT_secondary_color
GL_EXT_separate_shader_objects          GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store          GL_EXT_shadow_funcs
GL_EXT_stencil_two_side                 GL_EXT_stencil_wrap
GL_EXT_texture3D                        GL_EXT_texture_array
GL_EXT_texture_buffer_object            GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc         GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map                 GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine              GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic       GL_EXT_texture_integer
GL_EXT_texture_lod                      GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp             GL_EXT_texture_object
GL_EXT_texture_shared_exponent          GL_EXT_texture_sRGB
GL_EXT_texture_swizzle                  GL_EXT_timer_query
GL_EXT_transform_feedback2              GL_EXT_vertex_array
GL_EXT_vertex_array_bgra                GL_EXT_vertex_attrib_64bit
GL_IBM_rasterpos_clip                   GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region                    GL_NV_blend_square
GL_NV_conditional_render                GL_NV_copy_depth_to_color
GL_NV_copy_image                        GL_NV_depth_buffer_float
GL_NV_depth_clamp                       GL_NV_explicit_multisample
GL_NV_fence                             GL_NV_float_buffer
GL_NV_fog_distance                      GL_NV_fragment_program
GL_NV_fragment_program_option           GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage  GL_NV_geometry_shader4
GL_NV_gpu_program4                      GL_NV_gpu_program4_1
GL_NV_gpu_program5                      GL_NV_gpu_program_fp64
GL_NV_gpu_shader5                       GL_NV_half_float
GL_NV_light_max_exponent                GL_NV_multisample_coverage
GL_NV_multisample_filter_hint           GL_NV_occlusion_query
GL_NV_packed_depth_stencil              GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2          GL_NV_pixel_data_range
GL_NV_point_sprite                      GL_NV_primitive_restart
GL_NV_register_combiners                GL_NV_register_combiners2
GL_NV_shader_buffer_load                GL_NV_texgen_reflection
GL_NV_texture_barrier                   GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4              GL_NV_texture_expand_normal
GL_NV_texture_multisample               GL_NV_texture_rectangle
GL_NV_texture_shader                    GL_NV_texture_shader2
GL_NV_texture_shader3                   GL_NV_transform_feedback
GL_NV_transform_feedback2               GL_NV_vdpau_interop
GL_NV_vertex_array_range                GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit       GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program                    GL_NV_vertex_program1_1
GL_NV_vertex_program2                   GL_NV_vertex_program2_option
GL_NV_vertex_program3                   GL_NV_video_capture
GL_NVX_conditional_render               GL_NVX_gpu_memory_info
GL_SGIS_generate_mipmap                 GL_SGIS_texture_lod
GL_SGIX_depth_texture                   GL_SGIX_shadow
GL_SUN_slice_accum

 --- GLEW ---
GLEW version: 1.5.7

 --- OpenGL Info ---
OpenGL version: 4.1.0 NVIDIA 260.19.21
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: Quadro 6000/PCI/SSE2
OpenGL profile: Compatible
GLSL version: 4.10 NVIDIA via Cg compiler
Max texture size: 16384
Texture coords: 8
Texture conventional units: 4
Texture image units: 32
Anisotropic texture filter: YES, 16X
S3 Texture Compression: YES
Vertex Buffer Object: YES
Pixel Buffer Object: YES
Framebuffer Object: YES
Max vertex attributes: 16
Max varying floats: 60
Max fragment uniform components: 2048
Max vertex uniform components: 4096
Max elements vertices: 1048576
Max elements indices: 1048576

 --- OpenGL Extensions --- 
GL_ARB_blend_func_extended              GL_ARB_color_buffer_float
GL_ARB_compatibility                    GL_ARB_copy_buffer
GL_ARB_depth_buffer_float               GL_ARB_depth_clamp
GL_ARB_depth_texture                    GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend               GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex        GL_ARB_draw_instanced
GL_ARB_ES2_compatibility                GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions       GL_ARB_fragment_program
GL_ARB_fragment_program_shadow          GL_ARB_fragment_shader
GL_ARB_framebuffer_object               GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4                 GL_ARB_get_program_binary
GL_ARB_gpu_shader5                      GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel                 GL_ARB_half_float_vertex
GL_ARB_imaging                          GL_ARB_instanced_arrays
GL_ARB_map_buffer_range                 GL_ARB_multisample
GL_ARB_multitexture                     GL_ARB_occlusion_query
GL_ARB_occlusion_query2                 GL_ARB_pixel_buffer_object
GL_ARB_point_parameters                 GL_ARB_point_sprite
GL_ARB_provoking_vertex                 GL_ARB_robustness
GL_ARB_sample_shading                   GL_ARB_sampler_objects
GL_ARB_seamless_cube_map                GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding              GL_ARB_shader_objects
GL_ARB_shader_precision                 GL_ARB_shader_subroutine
GL_ARB_shading_language_100             GL_ARB_shadow
GL_ARB_sync                             GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp             GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32      GL_ARB_texture_compression
GL_ARB_texture_compression_bptc         GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map                 GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add                  GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar             GL_ARB_texture_env_dot3
GL_ARB_texture_float                    GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat          GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two         GL_ARB_texture_query_lod
GL_ARB_texture_rectangle                GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui               GL_ARB_texture_swizzle
GL_ARB_timer_query                      GL_ARB_transform_feedback2
GL_ARB_transform_feedback3              GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object            GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object              GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object             GL_ARB_vertex_program
GL_ARB_vertex_shader                    GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array                   GL_ARB_window_pos
GL_ATI_draw_buffers                     GL_ATI_texture_float
GL_ATI_texture_mirror_once              GL_S3_s3tc
GL_EXT_texture_env_add                  GL_EXT_abgr
GL_EXT_bgra                             GL_EXT_bindable_uniform
GL_EXT_blend_color                      GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate              GL_EXT_blend_minmax
GL_EXT_blend_subtract                   GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader                        GL_EXT_depth_bounds_test
GL_EXT_direct_state_access              GL_EXT_draw_buffers2
GL_EXT_draw_instanced                   GL_EXT_draw_range_elements
GL_EXT_fog_coord                        GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample          GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_object               GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4                 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4                      GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil             GL_EXT_packed_float
GL_EXT_packed_pixels                    GL_EXT_pixel_buffer_object
GL_EXT_point_parameters                 GL_EXT_provoking_vertex
GL_EXT_rescale_normal                   GL_EXT_secondary_color
GL_EXT_separate_shader_objects          GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store          GL_EXT_shadow_funcs
GL_EXT_stencil_two_side                 GL_EXT_stencil_wrap
GL_EXT_texture3D                        GL_EXT_texture_array
GL_EXT_texture_buffer_object            GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc         GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map                 GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine              GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic       GL_EXT_texture_integer
GL_EXT_texture_lod                      GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp             GL_EXT_texture_object
GL_EXT_texture_shared_exponent          GL_EXT_texture_sRGB
GL_EXT_texture_swizzle                  GL_EXT_timer_query
GL_EXT_transform_feedback2              GL_EXT_vertex_array
GL_EXT_vertex_array_bgra                GL_EXT_vertex_attrib_64bit
GL_IBM_rasterpos_clip                   GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region                    GL_NV_blend_square
GL_NV_conditional_render                GL_NV_copy_depth_to_color
GL_NV_copy_image                        GL_NV_depth_buffer_float
GL_NV_depth_clamp                       GL_NV_explicit_multisample
GL_NV_fence                             GL_NV_float_buffer
GL_NV_fog_distance                      GL_NV_fragment_program
GL_NV_fragment_program_option           GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage  GL_NV_geometry_shader4
GL_NV_gpu_program4                      GL_NV_gpu_program4_1
GL_NV_gpu_program5                      GL_NV_gpu_program_fp64
GL_NV_gpu_shader5                       GL_NV_half_float
GL_NV_light_max_exponent                GL_NV_multisample_coverage
GL_NV_multisample_filter_hint           GL_NV_occlusion_query
GL_NV_packed_depth_stencil              GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2          GL_NV_pixel_data_range
GL_NV_point_sprite                      GL_NV_primitive_restart
GL_NV_register_combiners                GL_NV_register_combiners2
GL_NV_shader_buffer_load                GL_NV_texgen_reflection
GL_NV_texture_barrier                   GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4              GL_NV_texture_expand_normal
GL_NV_texture_multisample               GL_NV_texture_rectangle
GL_NV_texture_shader                    GL_NV_texture_shader2
GL_NV_texture_shader3                   GL_NV_transform_feedback
GL_NV_transform_feedback2               GL_NV_vdpau_interop
GL_NV_vertex_array_range                GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit       GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program                    GL_NV_vertex_program1_1
GL_NV_vertex_program2                   GL_NV_vertex_program2_option
GL_NV_vertex_program3                   GL_NV_video_capture
GL_NVX_conditional_render               GL_NVX_gpu_memory_info
GL_SGIS_generate_mipmap                 GL_SGIS_texture_lod
GL_SGIX_depth_texture                   GL_SGIX_shadow
GL_SUN_slice_accum

PatchesContainer::PatchesContainer: working dir: ./data/patches/pick_height_testing_png/
PatchesContainer::loadPatchesFromWorkingDir ignoring file = data/patches/pick_height_testing_png/.svn
Patch::initialize(): name   = data/patches/pick_height_testing_png/patch01-position=20x20-maxHeight=1.0.png
width  = 50
height = 50
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 50
bytealign = 1
Patch::initialize(): name   = data/patches/pick_height_testing_png/patch02-position=20x2-maxHeight=1.5.png
width  = 20
height = 20
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 20
bytealign = 1
Found matching densitymap ./data/density_maps/pick_height_testing_png.png
loading height field image
name   = ./data/horizons/pick_height_testing.png
width  = 200
height = 200
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 200
bytealign = 1
name   = ./data/textures/tesselation_palette_blue_red.png
width  = 300
height = 0
depth  = 0
format = IF_RGB
type   = IT_UNSIGNED_BYTE
pitch  = 900
bytealign = 1
GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: 32
可视化库
rary v2011.5.1142[f32]
2011年6月9日11:36:25-GCC编译器[发布][x32]
---环境---
VL_日志文件_路径
VL_数据_路径
详细程度=正常
VL\U CHECK\U GL\U STATES=是
---全局设置--
日志文件=Log.txt
数据路径=../Data
详细程度=正常
检查OpenGL状态=是
---格洛---
GLEW版本:1.5.7
---OpenGL信息---
OpenGL版本:4.1.0 NVIDIA 260.19.21
OpenGL供应商:NVIDIA公司
OpenGL渲染器:Quadro 6000/PCI/SSE2
OpenGL配置文件:兼容
GLSL版本:4.10 NVIDIA通过Cg编译器
最大纹理大小:16384
纹理坐标:8
纹理常规单位:4
纹理图像单位:32
各向异性纹理过滤器:是,16X
S3纹理压缩:是
顶点缓冲区对象:是
像素缓冲区对象:是
帧缓冲区对象:是
最大顶点属性:16
最大浮动:60
最大碎片均匀分量:2048
最大顶点均匀分量:4096
最大元素顶点数:1048576
最大元素指数:1048576
---OpenGL扩展--
GL\U ARB\U混合\U函数\U扩展GL\U ARB\U颜色\U缓冲\U浮点
GL\U ARB\U兼容性GL\U ARB\U复制\U缓冲区
GL\U ARB\U深度\缓冲器\浮动GL\U ARB\U深度\夹具
GL\U ARB\U深度\U纹理GL\U ARB\U绘制\U缓冲区
GL_ARB_draw_buffers_blend GL_ARB_draw_directive
GL_ARB_draw_元素_基础_顶点GL_ARB_draw_实例
GL_ARB_ES2_兼容性GL_ARB_显式属性位置
GL_ARB_fragment_coord_conventions GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_着色器
GL\U ARB\U帧缓冲区\U对象GL\U ARB\U帧缓冲区\U sRGB
GL\u ARB\u几何体\u着色器4 GL\u ARB\u获取\u程序\u二进制
GL_ARB_gpu_着色器5 GL_ARB_gpu_着色器_fp64
GL_ARB_half_float_像素GL_ARB_half_float_顶点
GL_ARB_成像GL_ARB_实例阵列
GL\u ARB\u map\u buffer\u range GL\u ARB\u multisample
GL\u ARB\u多纹理GL\u ARB\u遮挡查询
GL\U ARB\U遮挡\U查询2 GL\U ARB\U像素\U缓冲区\U对象
GL\u ARB\u point\u参数GL\u ARB\u point\u精灵
GL_ARB_激发顶点GL_ARB_鲁棒性
GL\u ARB\u sample\u着色GL\u ARB\u sampler\u对象
GL_ARB_无缝_立方体_贴图GL_ARB_独立_着色器_对象
GL\U ARB\U着色器\U位\U编码GL\U ARB\U着色器\U对象
GL_ARB_着色器_精度GL_ARB_着色器_子例程
GL\u ARB\u着色\u语言\u 100 GL\u ARB\u阴影
GL_ARB_同步GL_ARB_细分_着色器
GL_ARB_纹理_边框_钳制GL_ARB_纹理_缓冲_对象
GL\U ARB\U纹理\U缓冲区\U对象\U rgb32 GL\U ARB\U纹理\U压缩
GL_ARB_纹理_压缩_bptc GL_ARB_纹理_压缩_rgtc
GL_ARB_纹理_立方体_贴图GL_ARB_纹理_立方体_贴图_数组
GL_ARB_纹理_环境_添加GL_ARB_纹理_环境_组合
GL_ARB_纹理_env_横杆GL_ARB_纹理_env_dot3
GL\U ARB\U纹理\U浮点GL\U ARB\U纹理\U聚集
GL_ARB_纹理_镜像_重复GL_ARB_纹理_多重采样
GL\U ARB\U纹理\U两个GL\U ARB\U纹理的非幂\U查询\U lod
GL\U ARB\U纹理\U矩形GL\U ARB\U纹理\U rg
GL_ARB_纹理_rgb10_a2ui GL_ARB_纹理_swizzle
GL\U ARB\U定时器\U查询GL\U ARB\U变换\U反馈2
GL_ARB_变换_反馈3 GL_ARB_转置矩阵
GL\u ARB\u统一\u缓冲区\u对象GL\u ARB\u顶点\u数组\u bgra
GL\U ARB\U顶点\U数组\U对象GL\U ARB\U顶点\U属性\U 64位
GL\U ARB\U顶点\U缓冲区\U对象GL\U ARB\U顶点\U程序
GL_ARB_顶点着色器GL_ARB_顶点_类型_2_10_10_修订版
GL\U ARB\U视口\U阵列GL\U ARB\U窗口\U位置
GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_纹理_镜像_一次GL_S3_s3tc
GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra GL_EXT_可装订制服
GL_外部_混合_颜色
uniform sampler2D[20]   Patches;
Visualization Lib

rary v2011.5.1142 [f32]
Jun  9 2011 - 11:36:25 - GCC compiler [RELEASE] [x32]

 --- Environment ---
VL_LOGFILE_PATH <not present>
VL_DATA_PATH <not present>
VL_VERBOSITY_LEVEL = NORMAL
VL_CHECK_GL_STATES = YES

 --- Global Settings --- 
Log file  = log.txt
Data path = ../data
Verbosity level = NORMAL
Check OpenGL States = YES

 --- GLEW ---
GLEW version: 1.5.7

 --- OpenGL Info ---
OpenGL version: 4.1.0 NVIDIA 260.19.21
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: Quadro 6000/PCI/SSE2
OpenGL profile: Compatible
GLSL version: 4.10 NVIDIA via Cg compiler
Max texture size: 16384
Texture coords: 8
Texture conventional units: 4
Texture image units: 32
Anisotropic texture filter: YES, 16X
S3 Texture Compression: YES
Vertex Buffer Object: YES
Pixel Buffer Object: YES
Framebuffer Object: YES
Max vertex attributes: 16
Max varying floats: 60
Max fragment uniform components: 2048
Max vertex uniform components: 4096
Max elements vertices: 1048576
Max elements indices: 1048576

 --- OpenGL Extensions --- 
GL_ARB_blend_func_extended              GL_ARB_color_buffer_float
GL_ARB_compatibility                    GL_ARB_copy_buffer
GL_ARB_depth_buffer_float               GL_ARB_depth_clamp
GL_ARB_depth_texture                    GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend               GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex        GL_ARB_draw_instanced
GL_ARB_ES2_compatibility                GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions       GL_ARB_fragment_program
GL_ARB_fragment_program_shadow          GL_ARB_fragment_shader
GL_ARB_framebuffer_object               GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4                 GL_ARB_get_program_binary
GL_ARB_gpu_shader5                      GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel                 GL_ARB_half_float_vertex
GL_ARB_imaging                          GL_ARB_instanced_arrays
GL_ARB_map_buffer_range                 GL_ARB_multisample
GL_ARB_multitexture                     GL_ARB_occlusion_query
GL_ARB_occlusion_query2                 GL_ARB_pixel_buffer_object
GL_ARB_point_parameters                 GL_ARB_point_sprite
GL_ARB_provoking_vertex                 GL_ARB_robustness
GL_ARB_sample_shading                   GL_ARB_sampler_objects
GL_ARB_seamless_cube_map                GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding              GL_ARB_shader_objects
GL_ARB_shader_precision                 GL_ARB_shader_subroutine
GL_ARB_shading_language_100             GL_ARB_shadow
GL_ARB_sync                             GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp             GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32      GL_ARB_texture_compression
GL_ARB_texture_compression_bptc         GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map                 GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add                  GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar             GL_ARB_texture_env_dot3
GL_ARB_texture_float                    GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat          GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two         GL_ARB_texture_query_lod
GL_ARB_texture_rectangle                GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui               GL_ARB_texture_swizzle
GL_ARB_timer_query                      GL_ARB_transform_feedback2
GL_ARB_transform_feedback3              GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object            GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object              GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object             GL_ARB_vertex_program
GL_ARB_vertex_shader                    GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array                   GL_ARB_window_pos
GL_ATI_draw_buffers                     GL_ATI_texture_float
GL_ATI_texture_mirror_once              GL_S3_s3tc
GL_EXT_texture_env_add                  GL_EXT_abgr
GL_EXT_bgra                             GL_EXT_bindable_uniform
GL_EXT_blend_color                      GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate              GL_EXT_blend_minmax
GL_EXT_blend_subtract                   GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader                        GL_EXT_depth_bounds_test
GL_EXT_direct_state_access              GL_EXT_draw_buffers2
GL_EXT_draw_instanced                   GL_EXT_draw_range_elements
GL_EXT_fog_coord                        GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample          GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_object               GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4                 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4                      GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil             GL_EXT_packed_float
GL_EXT_packed_pixels                    GL_EXT_pixel_buffer_object
GL_EXT_point_parameters                 GL_EXT_provoking_vertex
GL_EXT_rescale_normal                   GL_EXT_secondary_color
GL_EXT_separate_shader_objects          GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store          GL_EXT_shadow_funcs
GL_EXT_stencil_two_side                 GL_EXT_stencil_wrap
GL_EXT_texture3D                        GL_EXT_texture_array
GL_EXT_texture_buffer_object            GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc         GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map                 GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine              GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic       GL_EXT_texture_integer
GL_EXT_texture_lod                      GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp             GL_EXT_texture_object
GL_EXT_texture_shared_exponent          GL_EXT_texture_sRGB
GL_EXT_texture_swizzle                  GL_EXT_timer_query
GL_EXT_transform_feedback2              GL_EXT_vertex_array
GL_EXT_vertex_array_bgra                GL_EXT_vertex_attrib_64bit
GL_IBM_rasterpos_clip                   GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region                    GL_NV_blend_square
GL_NV_conditional_render                GL_NV_copy_depth_to_color
GL_NV_copy_image                        GL_NV_depth_buffer_float
GL_NV_depth_clamp                       GL_NV_explicit_multisample
GL_NV_fence                             GL_NV_float_buffer
GL_NV_fog_distance                      GL_NV_fragment_program
GL_NV_fragment_program_option           GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage  GL_NV_geometry_shader4
GL_NV_gpu_program4                      GL_NV_gpu_program4_1
GL_NV_gpu_program5                      GL_NV_gpu_program_fp64
GL_NV_gpu_shader5                       GL_NV_half_float
GL_NV_light_max_exponent                GL_NV_multisample_coverage
GL_NV_multisample_filter_hint           GL_NV_occlusion_query
GL_NV_packed_depth_stencil              GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2          GL_NV_pixel_data_range
GL_NV_point_sprite                      GL_NV_primitive_restart
GL_NV_register_combiners                GL_NV_register_combiners2
GL_NV_shader_buffer_load                GL_NV_texgen_reflection
GL_NV_texture_barrier                   GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4              GL_NV_texture_expand_normal
GL_NV_texture_multisample               GL_NV_texture_rectangle
GL_NV_texture_shader                    GL_NV_texture_shader2
GL_NV_texture_shader3                   GL_NV_transform_feedback
GL_NV_transform_feedback2               GL_NV_vdpau_interop
GL_NV_vertex_array_range                GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit       GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program                    GL_NV_vertex_program1_1
GL_NV_vertex_program2                   GL_NV_vertex_program2_option
GL_NV_vertex_program3                   GL_NV_video_capture
GL_NVX_conditional_render               GL_NVX_gpu_memory_info
GL_SGIS_generate_mipmap                 GL_SGIS_texture_lod
GL_SGIX_depth_texture                   GL_SGIX_shadow
GL_SUN_slice_accum

 --- GLEW ---
GLEW version: 1.5.7

 --- OpenGL Info ---
OpenGL version: 4.1.0 NVIDIA 260.19.21
OpenGL vendor: NVIDIA Corporation
OpenGL renderer: Quadro 6000/PCI/SSE2
OpenGL profile: Compatible
GLSL version: 4.10 NVIDIA via Cg compiler
Max texture size: 16384
Texture coords: 8
Texture conventional units: 4
Texture image units: 32
Anisotropic texture filter: YES, 16X
S3 Texture Compression: YES
Vertex Buffer Object: YES
Pixel Buffer Object: YES
Framebuffer Object: YES
Max vertex attributes: 16
Max varying floats: 60
Max fragment uniform components: 2048
Max vertex uniform components: 4096
Max elements vertices: 1048576
Max elements indices: 1048576

 --- OpenGL Extensions --- 
GL_ARB_blend_func_extended              GL_ARB_color_buffer_float
GL_ARB_compatibility                    GL_ARB_copy_buffer
GL_ARB_depth_buffer_float               GL_ARB_depth_clamp
GL_ARB_depth_texture                    GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend               GL_ARB_draw_indirect
GL_ARB_draw_elements_base_vertex        GL_ARB_draw_instanced
GL_ARB_ES2_compatibility                GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions       GL_ARB_fragment_program
GL_ARB_fragment_program_shadow          GL_ARB_fragment_shader
GL_ARB_framebuffer_object               GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4                 GL_ARB_get_program_binary
GL_ARB_gpu_shader5                      GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel                 GL_ARB_half_float_vertex
GL_ARB_imaging                          GL_ARB_instanced_arrays
GL_ARB_map_buffer_range                 GL_ARB_multisample
GL_ARB_multitexture                     GL_ARB_occlusion_query
GL_ARB_occlusion_query2                 GL_ARB_pixel_buffer_object
GL_ARB_point_parameters                 GL_ARB_point_sprite
GL_ARB_provoking_vertex                 GL_ARB_robustness
GL_ARB_sample_shading                   GL_ARB_sampler_objects
GL_ARB_seamless_cube_map                GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding              GL_ARB_shader_objects
GL_ARB_shader_precision                 GL_ARB_shader_subroutine
GL_ARB_shading_language_100             GL_ARB_shadow
GL_ARB_sync                             GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp             GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32      GL_ARB_texture_compression
GL_ARB_texture_compression_bptc         GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map                 GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add                  GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar             GL_ARB_texture_env_dot3
GL_ARB_texture_float                    GL_ARB_texture_gather
GL_ARB_texture_mirrored_repeat          GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two         GL_ARB_texture_query_lod
GL_ARB_texture_rectangle                GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui               GL_ARB_texture_swizzle
GL_ARB_timer_query                      GL_ARB_transform_feedback2
GL_ARB_transform_feedback3              GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object            GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object              GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_buffer_object             GL_ARB_vertex_program
GL_ARB_vertex_shader                    GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array                   GL_ARB_window_pos
GL_ATI_draw_buffers                     GL_ATI_texture_float
GL_ATI_texture_mirror_once              GL_S3_s3tc
GL_EXT_texture_env_add                  GL_EXT_abgr
GL_EXT_bgra                             GL_EXT_bindable_uniform
GL_EXT_blend_color                      GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate              GL_EXT_blend_minmax
GL_EXT_blend_subtract                   GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader                        GL_EXT_depth_bounds_test
GL_EXT_direct_state_access              GL_EXT_draw_buffers2
GL_EXT_draw_instanced                   GL_EXT_draw_range_elements
GL_EXT_fog_coord                        GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample          GL_EXTX_framebuffer_mixed_formats
GL_EXT_framebuffer_object               GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4                 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4                      GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil             GL_EXT_packed_float
GL_EXT_packed_pixels                    GL_EXT_pixel_buffer_object
GL_EXT_point_parameters                 GL_EXT_provoking_vertex
GL_EXT_rescale_normal                   GL_EXT_secondary_color
GL_EXT_separate_shader_objects          GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store          GL_EXT_shadow_funcs
GL_EXT_stencil_two_side                 GL_EXT_stencil_wrap
GL_EXT_texture3D                        GL_EXT_texture_array
GL_EXT_texture_buffer_object            GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc         GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map                 GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine              GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic       GL_EXT_texture_integer
GL_EXT_texture_lod                      GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp             GL_EXT_texture_object
GL_EXT_texture_shared_exponent          GL_EXT_texture_sRGB
GL_EXT_texture_swizzle                  GL_EXT_timer_query
GL_EXT_transform_feedback2              GL_EXT_vertex_array
GL_EXT_vertex_array_bgra                GL_EXT_vertex_attrib_64bit
GL_IBM_rasterpos_clip                   GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region                    GL_NV_blend_square
GL_NV_conditional_render                GL_NV_copy_depth_to_color
GL_NV_copy_image                        GL_NV_depth_buffer_float
GL_NV_depth_clamp                       GL_NV_explicit_multisample
GL_NV_fence                             GL_NV_float_buffer
GL_NV_fog_distance                      GL_NV_fragment_program
GL_NV_fragment_program_option           GL_NV_fragment_program2
GL_NV_framebuffer_multisample_coverage  GL_NV_geometry_shader4
GL_NV_gpu_program4                      GL_NV_gpu_program4_1
GL_NV_gpu_program5                      GL_NV_gpu_program_fp64
GL_NV_gpu_shader5                       GL_NV_half_float
GL_NV_light_max_exponent                GL_NV_multisample_coverage
GL_NV_multisample_filter_hint           GL_NV_occlusion_query
GL_NV_packed_depth_stencil              GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2          GL_NV_pixel_data_range
GL_NV_point_sprite                      GL_NV_primitive_restart
GL_NV_register_combiners                GL_NV_register_combiners2
GL_NV_shader_buffer_load                GL_NV_texgen_reflection
GL_NV_texture_barrier                   GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4              GL_NV_texture_expand_normal
GL_NV_texture_multisample               GL_NV_texture_rectangle
GL_NV_texture_shader                    GL_NV_texture_shader2
GL_NV_texture_shader3                   GL_NV_transform_feedback
GL_NV_transform_feedback2               GL_NV_vdpau_interop
GL_NV_vertex_array_range                GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit       GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program                    GL_NV_vertex_program1_1
GL_NV_vertex_program2                   GL_NV_vertex_program2_option
GL_NV_vertex_program3                   GL_NV_video_capture
GL_NVX_conditional_render               GL_NVX_gpu_memory_info
GL_SGIS_generate_mipmap                 GL_SGIS_texture_lod
GL_SGIX_depth_texture                   GL_SGIX_shadow
GL_SUN_slice_accum

PatchesContainer::PatchesContainer: working dir: ./data/patches/pick_height_testing_png/
PatchesContainer::loadPatchesFromWorkingDir ignoring file = data/patches/pick_height_testing_png/.svn
Patch::initialize(): name   = data/patches/pick_height_testing_png/patch01-position=20x20-maxHeight=1.0.png
width  = 50
height = 50
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 50
bytealign = 1
Patch::initialize(): name   = data/patches/pick_height_testing_png/patch02-position=20x2-maxHeight=1.5.png
width  = 20
height = 20
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 20
bytealign = 1
Found matching densitymap ./data/density_maps/pick_height_testing_png.png
loading height field image
name   = ./data/horizons/pick_height_testing.png
width  = 200
height = 200
depth  = 0
format = IF_LUMINANCE
type   = IT_UNSIGNED_BYTE
pitch  = 200
bytealign = 1
name   = ./data/textures/tesselation_palette_blue_red.png
width  = 300
height = 0
depth  = 0
format = IF_RGB
type   = IT_UNSIGNED_BYTE
pitch  = 900
bytealign = 1
GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS: 32
for(int i = 0; i < someUniform; i++)
{
    texture(Patches[i], texCoord);
}
texture(Patches[positionOfSomeVertex * uniformScaleFactor], texCoord);