I’m writing position information to a texture top. It’s stored as a RGBA 32bit float. When I use that data to instance a geo using the geo’s translate op, it works as expected.
Now, I want to pass that texture with the position information over to a glsl shader. When I read the values and start to perform calculations, the values come out as 0. I only start to get reasonable calculations when I convert the pixel format to any fixed format, but of course that messes with the original values.
Any clue what could be going on here?
Is there maybe source code available for how the geo translate op reads and processes the texture buffer?