Thanks Dirk for your answer.

You understand well my problem. But I don't know what to do with your
answer. :)
Actually, I load VRML with the buildin loader. So I don't see TextureChunks.
I have a lot of objects in my VRML file so I can't afford to treat
individually all my objects.
Is there a way to set globally that GL_STUFF?

Thanks for your help,

Jerome


>
>       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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