On Mon, 2011-03-14 at 12:33 +0200, J.P. Delport wrote: > Hi, > > On 14/03/11 12:27, Grahame Bowland wrote: > > Hi, > > > > On Mon, 2011-03-14 at 09:44 +0200, J.P. Delport wrote: > >> Hi, > >> > >> you can try explicitly setting the texture filter, e.g. > >> > >> OutTex->setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR); > >> OutTex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR); > >> > >> and leave out any mipmap settings. > > > > Thanks! > > > > Setting NEAREST filtering definitely helps with the problem. > > OK, nearest means jump to a specific one of your 256 indices. Linear > would interpolate. The number of pixels there are to access would be the > same though as it is only affected by the mip-mapping settings. > > > > > I'm concerned that my colour scale, which is 256 floating point numbers, > > might be being minified so my shader program can only access say 8 > > floating point numbers (even using NEAREST) when I zoom out. > > Yes, mip-mapping can cause this.
Hi Thanks, that explains everything. I hadn't realised that mip-mapping was happening by default. Cheers Grahame _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

