That is because your GL_RED
texture format is clamped to range <0,1>
!!!
To remedy you need to use non clamped texture format or disable clamping ... Here examples that are working on my GL implementations:
here formats extracted from both:
glTexImage3D(GL_TEXTURE_3D, 0, GL_R16F, xs,ys,zs, 0, GL_RED, GL_FLOAT, dat);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, size, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, pdata);
For scalar data I would use the first option. There are more formats that are not clamped just try and see...
I have never used the disabling of clamping feature but saw this code somewhere while researching similar issues (not sure if it works):
glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_READ_COLOR_ARB, GL_FALSE);
glClampColorARB(GL_CLAMP_FRAGMENT_COLOR_ARB, GL_FALSE);
With that theoretically you could use any texture format...
To verify you can use this:
Also I do not see any parameters of the texture set. I would expect something like this:
glBindTexture(GL_TEXTURE_3D,txrvol);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_MODULATE);
to avoid interpolation messing your data for non exact texture coordinates ...