Originally posted by jason_shaffer:
I initialized my accumulation buffer component sizes from 8 to 16, and it eliminated the banding problem. Thanks for the info.
My implementation texture maps an image onto an object. The next problem I'm seeing is what seems to be the object's wireframe bleeding through to the texture maped surface. For example, if I render a texture mapped image onto a sphere, I can see a yellow highlight on the sphere's texture map where the wireframe of the sphere is located. This only happens when I'm using the accumulation buffer for jittering. Any ideas?