   Internal format for texture
  Dear all,How can I get GL_RGBA32F_ARB working in:glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA32F_ARB,width,height,0,GL_RGBA32F_ARB,GL_FLOAT,data);if I used:glTexImage2D(GL_TEXTURE_2D,0,4,width,height,0,GL_RGBA,GL_FLOAT,data);every thing is working fine under GLEW library, but it doesn't using GL_RGBA32F_ARB, where I have an error that it is undefined Have any one an idea about how can I solve this problem?   
  TrylTexImage2D(GL_TEXTURE_2D,0,GL_RGBA32F_ARB,width,height,0,GL_RGBA,GL_FLOAT,data);;  glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA32F_ARB,width,height,0,GL_RGBA,GL_FLOAT,data);doesn't work as well,but I have found in a opengl forum someone whose defines it manually like:#define GL_RGBA32F_ARB 0x8814by this definition the function works,but does this a solution for such problem or should I add library other than GLEW[Edited by - Sheree on April 4, 2009 10:41:19 AM];  Those things are defined in glext.h and also in glew.hFor more detailshttp://www.opengl.org/wiki/Getting_startedand alsohttp://www.opengl.org/wiki/Floating_point_and_mipmapping_and_filtering;  Okay, now the internal format is working but it seems that it is not recognized from the vertex shader if I would like to get a value from texture, does that mean that the internat format didn't work but seems okay in compiling but in running the program crashes because no suitable value is returned!!   ;  I had another trial on Gf 8600M GS, where I found that the only thing that makes the program crashes is using :texture2D(texturei,coordinates);  in vertex shader so what I had done is computing the texture coordinates in vertex shader send them to the fragment shader and there I used  texture2D();  to get height value and then asign the new vertex to gl_FragColor and it works well (with any internal format texture) so does that mean that I can't access textures from vertex shader and how can I be sure if yes in the mean of current Gf I am working on ...Thanks for advance for any suggestions   ;  The program crashes? Make a small sample code and send to nvidia with your hw info and driver version.Yes, you can access a texture from vs, just like the everybody does.   ;  Hi Sheree. I think you should post your code sample here before sending it as a bug report. It sounds like there's some things you're confused about and maybe we can help sort it out. If you use the API correctly, an implementation is only allowed to crash if OUT_OF_MEMORY AFAIK.;Quote:Original post by V-manThe program crashes? Make a small sample code and send to nvidia with your hw info and driver version.Yes, you can access a texture from vs, just like the everybody does.yes that what is happening right now I can't use texture-access from VS ;-| what do you mean " send to nvidia with your hw info and driver version " !!do you mean: load one small texture and access it from VS ?? if this what did you mean? I can't even using one texture with size 1 X 1 and use it for all triangles' vertices which are in VBO i.e the running of the program interrupted like the case if we have not incorrect memory allocation.   ;Quote:Original post by ndhbHi Sheree. I think you should post your code sample here before sending it as a bug report. It sounds like there's some things you're confused about and maybe we can help sort it out. If you use the API correctly, an implementation is only allowed to crash if OUT_OF_MEMORY AFAIK.Okay, you're right, but it is like this ://here create, link,use shaderssetShaders();//get uniform locations loci = glGetUniformLocation(shader_prog,"texturei"); glUniform1i(loci,i);//texture genertateglGenTextures( number_texture,texture_arr );//texture loading//each component has 4 values therefore I used GL_RGBA glBindTexture( GL_TEXTURE_2D, texture_arr );glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);glTexImage2DGL_TEXTURE_2D,0,GL_RGBA32F_ARB,resi,resi,0,GL_RGBA,GL_FLOAT,data);//activate themfor(int i =0; i < number_texture; i++){  glActiveTextureARB(GL_TEXTURE0_ARB + i);  glBindTexture(GL_TEXTURE_2D,texture);} // generate VBO  & IBO for triangles' vertices and indexes//vertex shader uniform sampler2D texture0;void main(){ vec4 texel; vec4 pos; vec2 text_coord;// this texture I got it from triangle vertex to help me   // to find the look up position in texture texel = texture2D(texture0,text_coord);// this is the problem in VS !! pos.x = gl_Vertex.x; pos.y = gl_Vertex.y; pos.z = texel.x;gl_Position = gl_ModelViewProjectionMatrix *  pos;}that's all.. so where is the wrong