I find myself wanting to do the same thing as the post above: somehow get an OpenGL 3D texture accessible to sampler3D/texture3D stuff in the GLSL in a ShaderEffect used in some QML… and the above appears to be the one and only Google hit relating to doing this. Sure, I can do what I need to do entirely with C++ and a subclassed QQuickFramebufferObject, but really once the 3D texture is there in the OpenGL domain doing the rest in GLSL in a QML ShaderEffect would be just so much more lightweight it’s a bit of a shame to have to resort to the C++ hammer.
Is there some workround I’m missing, or is there some undocumented way of getting a 3D texture into a ShaderEffect?
If not… tempting to put it in as a Jira wishlist item. Arguments against might be that 3D textures aren’t included in un-extended OpenGLES2. On the other hand, apparently more recent iOS and Android devices are ES3 which does support it.
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