I came up with some code that simulates 3D texture lookup using a big 2D texture that contains the tiles. 3D Texture is 128x128x64 and the big 2D texture is 1024x1024, divided into 64 tiles of 128x128.
The lookup code in the fragment shader looks like this:
#extension GL_EXT_gpu_shader4 : enable
varying float LightIntensity;
varying vec3 pos;
uniform sampler2D noisef;
vec4 flat_texture3D()
{
vec3 p = pos;
vec2 inimg = p.xy;
int d = int(p.z*128.0);
float ix = (d % 8);
float iy = (d / 8);
vec2 oc = inimg + vec2(ix, iy);
oc *= 0.125;
return texture2D(noisef, oc);
}
void main (void)
{
vec4 noisevec = flat_texture3D();
gl_FragColor = noisevec;
}
The tiling logic seems to work ok and there is only one problem with this code. It looks like this:
There are strange 1 to 2 pixel wide streaks between the layers of voxels.
The streaks appear just at the border when d
changes.
I've been working on this for 2 days now and still without any idea of what's going on here.