glActiveTexture(GL_TEXTURE0 + *sampler_num);
check_error();
- glBindTexture(GL_TEXTURE_1D, tex);
+ glBindTexture(GL_TEXTURE_2D, tex);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
check_error();
// Supposedly FFTs are very sensitive to inaccuracies in the twiddle factors,
// small sizes, all components are exact anyway, so we can cheat there
// (although noting that the source coordinates become somewhat less
// accurate then, too).
- glTexImage1D(GL_TEXTURE_1D, 0, (subfft_size <= 4) ? GL_RGBA16F : GL_RGBA32F, fft_size, 0, GL_RGBA, GL_FLOAT, tmp);
+ glTexImage2D(GL_TEXTURE_2D, 0, (subfft_size <= 4) ? GL_RGBA16F : GL_RGBA32F, fft_size, 1, 0, GL_RGBA, GL_FLOAT, tmp);
check_error();
delete[] tmp;