I am always using the texture2DRect() function to access my texture rectangles. In combination with NEAREST sampling and passing pixel coordinates as a vec2, this works just fine for getting the original pixel values.
Is there a specific reason you are using texelFetch() ? Christian 2014-09-04 23:03 GMT+02:00 shuiying Wang <[email protected]>: > On 09/04/2014 09:07 PM, [email protected] wrote: > >> OpenGL filtering of texture is controlled using the Texture::setFilter(..) >> method. >> >> The osg::Image settings only related to storage of the data, not filtering >> done by OpenGL. >> >> Could it be that your texelFetch(..) function in your GLSL is doing >> filtering? >> >> -- >> >> As a general note of using the mailing list for support, could you avoid >> replying to digest posts as this breaks the threading done by mail clients >> so that your reply no longer gets associated with the original thread. I >> find that modern mail clients are good at automatically managing the >> volume >> of traffic from mailing lists so there shouldn't really be a need to use >> the digest options. >> >> Robert. >> >> Robert. >> > > Hi Robert, > > Thanks! > > Sorry I forget about how to use this mailing list. > > I just searched in the internet. And I find that texelFetch does not have > any interpolation. > > So I still have no idea. > > > Shuiying > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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