Hi Locca, Josselin, as Lucca said, from the algorithm point of view the computation is correct. However, it might be that there is a problem accessing last mipmap level of the texture.
Lucca, could you please try to change the texture2D () operations in the shaders which access last mipmap level (i.e. level 100) to an texture2DLod function. This might help. In deed in earlier versions I had have the texture2DLod functions instead of texture2D. However due to glsl specifications texture2DLod is only valid in a vertex shader although it also worked well in fragment shaders on nVidia hardware. After that I then changed to texture2D to match the correct specification, but never checked if this introduced the errors you was talking about. Cheers, Art ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27257#27257 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org