7th
10-03-2006, 07:11 AM
Hi, I have an application that uses many textures of various sizes. For various reasons I am sharing a PBuffer between these textures and rendering them through the pbuffer. Now, the pbuffer has to be large enough to cater for the largest texture, which means that some of the textures will get subloaded into a portion of the larger texture.
The problem that I have is that the linear texture filtering that I am using results in artefacts around the outside of the smaller textures due to the interpolation with data that effectectively is outside of the required texture (although still actually inside the complete OpenGL texture).
It seems to that what I really want is the ability to clamp the texture coords at something other than 0->1. Does anyone know of a way (other than shaders) that this can be done?
Thanks.
The problem that I have is that the linear texture filtering that I am using results in artefacts around the outside of the smaller textures due to the interpolation with data that effectectively is outside of the required texture (although still actually inside the complete OpenGL texture).
It seems to that what I really want is the ability to clamp the texture coords at something other than 0->1. Does anyone know of a way (other than shaders) that this can be done?
Thanks.