Hi Robertos,
setting "texture->setResizeNonPowerOfTwoHint(false);" fixed the problem
After being stuck on this problem for more than a week I can safely say that I
would never have found that without your help. I checked the data after
generating the image at which point it was still OK, bu
HI Antiro,
Thanks for the code example. I don't have the time to test right
away. A quick code review and I spotted that the image is 10x10 which
will be rescalled to nearest power of two with the default
construction of osg::Texture2D. Most modern hardware supports non
power of two textures so
Hi,
I made an executable example based on the osgtexture2D example. I removed the
code to render the different walls of the cube with the exception of the filter
wall. I kept the rest as close to the original as possible. changes to the code
have been marked using comments.
Essentially all I'm
Hi Antiro,
Without screenshots and a working example that illustrates what you
think is a problem there isn't much we can do to help you. Filtering
has worked from the very early days of the OSG, it's not something
that is known to be problematic, you just set the filter values and
you're done.
Hi,
As far as I can tell it does not seem to be rendering related, the shader is
really sampling data from the texture that was never in the original image. A
summary of my experiments:
Input is an image which is half red (255,0,0) and half black (0,0,0) and it is
set as a texture for the shad
Hi,
The half red half black pixels may come from some kind of anti-aliasing.
Check your frame buffer settings.
My 2 cents.
On 19/02/2018 15:18, antiro black wrote:
Hi,
Thank you for response robertos, I've been playing around with the code the last few days
and it seems like the filters a
Hi,
Thank you for response robertos, I've been playing around with the code the
last few days and it seems like the filters are doing something, it is just not
what I expected. I'm wondering if I misinterpreted the meaning of a "NEAREST"
filter.
As I understand it, putting both the min and mag
HI Antiro,
You code looks fine, there isn't anything else you need to do to set
up filter modes.
I haven't heard of issues with setting the filter modes so would
expect it to work. Perhaps what is amiss is either something higher up
- such as the texture not being used in the subgraph that you th
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