Hi Jérôme,
On Tue, 2004-11-09 at 17:59, Jérôme Scholler wrote:
> Hi,
>
> When I map a "pre-enlighten" texture on my mesh I get a bad surprise. The
> edges of my mesh are smoothed with white. So I have a little gradient from
> my texture to white all around my mesh. The attached file shows explicitly
> my problem.
> This is very surprising because my texture is a perfect square mapped on a
> perfect square. My TexCoord are 0 0; 0 1 etc... My texture does not have a
> white border. So where does the white come from? Do you know how to avoid
> it with OpenSG? How to change texture interpolation method?
which wrap modes are you using (TextureChunk::setWrapS(), setWrapT())?
The default is GL_REPEAT, which might explain it if the other side of
the texture is white.
Try GL_CLAMP or GL_CLAMP_TO_EDGE (you might have to include OSGGLExt.h
for the latter one).
Hope it helps
Dirk
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