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Ahmet Bozdemir
01-18-2007, 09:53 AM
I covered more than photos which have equal pixels in one globe , you can understand it from the example EXE applications declared below. But I cannot understand why there is lines on the connection points. After my examination and test results I understood that they aren t lines, they are caused from the added to the last pixel from each 1 pixel of every photo.


When I use these codes there are lines appear.



glTexParameteri glTexture2D, tpnTextureMagFilter, GL_LINEAR
glTexParameteri glTexture2D, tpnTextureMinFilter, GL_LINEAR
When I use these codes there are lines appear, but also the quality of the photos are lowered (flue)



glTexParameteri glTexture2D, tpnTextureMagFilter, GL_NEAREST
glTexParameteri glTexture2D, tpnTextureMinFilter, GL_NEAREST
I also used GL_NEAREST, GL_LINEAR, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR, GL_LINEAR_MIPMAP_NEAREST, or GL_LINEAR_MIPMAP_LINEAR codes, but I cannot clean the lines appear on the connection of the photos which are one of the part of one complete complete eachother.

An example of one application which I made with GL_LINEAR and you can see the lines I mentioned. http://www.360.web.tr/GL_LINEAR.EXE

An example of one application which I made with GL_LINEAR and you can see the lines I mentioned.and low quality photo. http://www.360.web.tr/GL_NEAREST.EXE

Please help me to solve this problem.

Matthias
01-19-2007, 12:48 AM
You need to set the clamp mode of the texture to clamp_to_edge.

Good luck

Matthias

Ahmet Bozdemir
01-19-2007, 04:07 AM
I add the codes you wrote me. But this time there is a black line instead of 1 pixel at the connection points. but i want to delete them completely.


Originally posted by Matthias:
You need to set the clamp mode of the texture to clamp_to_edge.

Good luck

Matthias

ZbuffeR
01-19-2007, 02:33 PM
if clamp to edge is not enough, try setting properly the texture border : add one line on the left copied from the photograph from the left, etc for each texture edge.

EDIT: hoh, by the way it is GL_CLAMP_TO_EDGE !