Hel
07-17-2007, 02:52 PM
Hi,
Rendering a primitive using a 8x8 texture specified with a linear magnification filter containing some fairly smooth values; the fixed pipeline generates a nice smooth color across the surface, but when using a simple cg or glsl shader, which does nothing but looking up the texture value and using it as output the result is rather blocky. screenshot (http://www.blacksmith-studios.dk/forumpost/fixedpipelinevsshader.JPG)
The texture is specified with the following parameters:
Target = GL_TEXTURE_2D, format = GL_RGB, wrap = GL_CLAMP_TO_EDGE
Changing the shader profile does not correct this! Does anyone know what limitation I am facing?
- Hel
Rendering a primitive using a 8x8 texture specified with a linear magnification filter containing some fairly smooth values; the fixed pipeline generates a nice smooth color across the surface, but when using a simple cg or glsl shader, which does nothing but looking up the texture value and using it as output the result is rather blocky. screenshot (http://www.blacksmith-studios.dk/forumpost/fixedpipelinevsshader.JPG)
The texture is specified with the following parameters:
Target = GL_TEXTURE_2D, format = GL_RGB, wrap = GL_CLAMP_TO_EDGE
Changing the shader profile does not correct this! Does anyone know what limitation I am facing?
- Hel