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
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