GLCM using wrong No Data Value?

at the moment I would say yes.
But as there are also problems with 0 in GLCM outputs for the supervised classification (here or here), this might be something for future versions.

@lveci @jun_lu Do you think this could be implemented? After the computation of GLCM 0 is automatically treated as NoData. This is often not the case when the respective texture is simply low, e.g. zero anisotropy. It would be nice to have a user-defined nodata value for GLCM outputs.