I tried that, and for an image that should be all red, I get black streaks (shown below):
It seems like it's interpolating in between the R, G, and B values by treating them each as texels,...
Type: Posts; User: outburst
I tried that, and for an image that should be all red, I get black streaks (shown below):
It seems like it's interpolating in between the R, G, and B values by treating them each as texels,...
I hope this is an easy question...
I'm just trying to create a shader that reads an RGB image frame (width x height) formatted as (R1,G1,B1,R2,G2,B2,...,Rn,Gn,Bn) into a texture.
The code below...
My world has a coordinate system that represents the earth as a sphere. I can pan around my earth, and zoom in/out of my earth.
I pan by calling gluLookAt(x, y, z, 0, 0, 0, 0, 0, 1), where x, y, z...