Hi, Grahame

I'm not sure if i get it right, but seems like you need to change texture 
filtering modes on each texture (to "nearest" i suppose) or you can use 
texelFetch function in shaders instead of texture*, it overrides texture 
filtering rules and returns exactly value stored in specified texel, but it 
needs integer texture coordinates in pixels.

Cheers, Sergey.

14.03.2011, 09:56, "Grahame Bowland" <[email protected]>:
> Hi everyone
>
> I'm using GLSL shaders with OpenSceneGraph for some scientific
> visualisation. I've got sample values in a n*m floating point texture,
> and a colour lookup table in a 1-D texture.
>
> I'm sticking those textures on a osg::TexturedQuadGeometry like this:
> state->setTextureAttributeAndModes(texnum_red, red_texture, 
> osg::StateAttribute::OFF);
> state->setTextureAttributeAndModes(texnum_green, green_texture, 
> osg::StateAttribute::OFF);
> state->setTextureAttributeAndModes(texnum_blue, blue_texture, 
> osg::StateAttribute::OFF);
> state->setTextureAttributeAndModes(texnum_seismic, seismic_tex, 
> osg::StateAttribute::OFF);
>
> Then passing them into the GLSL program:
> state->addUniform(new osg::Uniform("cdef_red", texnum_red));
> state->addUniform(new osg::Uniform("cdef_green", texnum_green));
> state->addUniform(new osg::Uniform("cdef_blue", texnum_blue));
> state->addUniform(new osg::Uniform("seismic", texnum_seismic));
>
> When I zoom away from the resulting plane, I'm seeing artifacting. After
> some debugging it looks like the colour texture (and probably the data
> texture) are being minified. My shader (which expects the linear colour
> scale with 256 values) thus indexes into a colour scale which has been
> minified and has less values.
>
> Does anyone know how I can turn off minification and break the
> association betwen these textures and the current camera position? I
> want to treat them as plain old data that gets passed to my shader, and
> then index into them to determine the output colour.
>
> Thanks for any help!
>
> Grahame
>
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