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
>
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>
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