robertosfield wrote:
> My best guess is that the hardware is rounding down the tex coords when 
> sampling the texture so that it's not always picking out the right hand set 
> of pixels due to numerical precision issues.  Try setting the Border of the 
> osg::Texture2D::setBorderColor(Vec4(r,g,b,a)); and set the wrap mode to 
> CLAMP_TO_BORDER.
> 


Unfortunately, no effect. 
Now I trying to use specific vertex shader for correct tex coord rounding.

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