   Can't get integer texture working
  Hi,I want to create a 1D integer texture out of 16 bit data and access this data in the geometry shader. Here's how I create the texture:typedef struct{  unsigned char lowerBound;  unsigned char upperBound;} INTERVAL;glGenTextures(1, &intervalMapTex);glBindTexture(GL_TEXTURE_1D, intervalMapTex);glPixelStorei(GL_UNPACK_ALIGNMENT, 2);INTERVAL* pData = new INTERVAL[2];pData[0].lowerBound = 1;pData[0].upperBound = 2;pData[1].lowerBound = 4;pData[1].upperBound = 5;glTexImage1D(GL_TEXTURE_1D, 0, GL_ALPHA16UI_EXT, 2, 0, GL_ALPHA_INTEGER_EXT, GL_UNSIGNED_SHORT, pData);//glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE_ALPHA8UI_EXT, 2, 0, GL_LUMINANCE_ALPHA_INTEGER_EXT, GL_UNSIGNED_SHORT, pData);In the geometry shader I do this:#version 120#extension GL_EXT_gpu_shader4 : require#extension GL_EXT_geometry_shader4 : requireuniform usampler1D intervalMap;uvec4 v = texelFetch1D(intervalMap, 0, 0);if(v.a == uint(0)) {  // emit 1 triangle} else {  // emit 2 triangles}I would expect v.a to be 0x102, so 2 triangles are emitted. But I get only 1 triangle which means v.a == 0.What am I doing wrong? It's the first time I work with integer textures.Do I really need EXT_texture_integer? My Geforce 8800 GTS doesn't seem to support it, although according to the specs for EXT_texture_integer G80 chips support this extension. I use the latest official driver (186.18) on Windows XP.TiKu   
  Got it. The following lines were missing:glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);