I am trying to use the 3D textures in WebGL, but since it's not currently nativelly supported, I have to use to tricks with a 2D image. It is composed of 64 images, each are 64px by 64px (for a total of 64x4096). I wanted to post a link but I dont have enough xp on SO (seriously?), still you can find the file url in the fiddle lower.
I used the solution by gman as well as my own (nearest neighbor). In both cases, I have a strange rendering issue with grey stripe artifacts when I use an oblique projection (capture).
The stripes/dashes seem to appear in between the slices when the projection is oblique, and depending on the camera position, they do not appear at the same frequency. This is why I am thinking about a rendering issue rather than a sampling issue.
Does anyone know how to get rid of these artifacts? Is there some built-in OpenGL ES thing to enable/disable?
Here is the shader code:
<!-- FRAGMENT SHADER -->
<script id="fragment_shader1_custom3" type="x-shader/x-fragment">
uniform sampler2D texture;
uniform float imageIndex;
varying vec4 worldCoord;
varying vec2 vUv;
// tex is a texture with each slice of the cube placed in grid in a texture.
// texCoord is a 3d texture coord
// size is the size if the cube in pixels.
// slicesPerRow is how many slices there are across the texture
// numRows is the number of rows of slices
vec2 computeSliceOffset(float slice, float slicesPerRow, vec2 sliceSize) {
return sliceSize * vec2(mod(slice, slicesPerRow),
floor(slice / slicesPerRow));
}
vec4 sampleAs3DTexture(sampler2D tex, vec3 texCoord, float size, float numRows, float slicesPerRow){
float slice = texCoord.z * size;
float sliceZ = floor(slice); // slice we need
float zOffset = fract(slice); // dist between slices
vec2 sliceSize = vec2(1.0 / slicesPerRow, // u space of 1 slice
1.0 / numRows); // v space of 1 slice
vec2 slice0Offset = computeSliceOffset(sliceZ, slicesPerRow, sliceSize);
vec2 slice1Offset = computeSliceOffset(sliceZ + 1.0, slicesPerRow, sliceSize);
vec2 slicePixelSize = sliceSize / size; // space of 1 pixel
vec2 sliceInnerSize = slicePixelSize * (size - 1.0); // space of size pixels
vec2 uv = slicePixelSize * 0.5 + texCoord.xy * sliceInnerSize;
vec4 slice0Color = texture2D(tex, slice0Offset + uv);
vec4 slice1Color = texture2D(tex, slice1Offset + uv);
return mix(slice0Color, slice1Color, zOffset);
}
void main( void ) {
// the position within the shader
vec2 shaderPos = vUv;
// if outside the texture cube, use a yellow color
if(worldCoord.x < 0.0 || worldCoord.x >= 1.0 || worldCoord.y < 0.0 || worldCoord.y >= 1.0 || worldCoord.z < 0.0 || worldCoord.z >= 1.0){
gl_FragColor = vec4(1.0, 1.0 , 0.0, 1.0);
}else{
vec3 chunkPosition = vec3(worldCoord.x, worldCoord.y, worldCoord.z);
// 63.0 instead of 64.0 to avoid a edge situation
gl_FragColor = sampleAs3DTexture(texture, chunkPosition, 63.0, 64.0, 1.0);
}
}
</script> <!-- END FRAGMENT SHADER -->
<!-- VERTEX SHADER -->
<script id="vertexShader_custom1" type="x-shader/x-vertex">
varying vec2 vUv;
varying vec4 worldCoord;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
worldCoord = modelMatrix * vec4( position, 1.0 );
}
</script> <!-- END VERTEX SHADER -->
Note that I use ThreeJS. Thanks for your help.