Hi,

i think i found a workaround that will work for me. I just implemented the 
clamping in my fragment shader myself :) 

Code:

#extension GL_EXT_gpu_shader4 : enable

uniform sampler2DArray base_texture;
varying vec2 texCoord;
void main()
{
                
                vec4 borderColor =vec4(0.1,0.7,0.2,0.1);
                if(texCoord.s<1 && texCoord.s >0 && texCoord.t <1 && texCoord.t 
>0)
                {
                        borderColor             = texture2DArray(base_texture, 
vec3(texCoord.st,1));
                }
                gl_FragColor = borderColor;
                
}



No need to buy another graphicscard ;)

Cheers,
Johannes

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18180#18180





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