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


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