<div dir="ltr"><div>It may be worth trying different hardware.<br></div></div><div class="gmail_extra"><br><div class="gmail_quote">On 3 August 2015 at 11:48, Vitaliy Polyakov <span dir="ltr"><<a href="mailto:poljak181@yandex.ru" target="_blank">poljak181@yandex.ru</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class=""><br>
robertosfield wrote:<br>
> My best guess is that the hardware is rounding down the tex coords when sampling the texture so that it's not always picking out the right hand set of pixels due to numerical precision issues.  Try setting the Border of the osg::Texture2D::setBorderColor(Vec4(r,g,b,a)); and set the wrap mode to CLAMP_TO_BORDER.<br>
><br>
<br>
<br>
</span>Unfortunately, no effect.<br>
Now I trying to use specific vertex shader for correct tex coord rounding.<br>
<span class=""><br>
------------------<br>
Read this topic online here:<br>
</span><a href="http://forum.openscenegraph.org/viewtopic.php?p=64579#64579" rel="noreferrer" target="_blank">http://forum.openscenegraph.org/viewtopic.php?p=64579#64579</a><br>
<div class="HOEnZb"><div class="h5"><br>
<br>
<br>
<br>
<br>
_______________________________________________<br>
osg-users mailing list<br>
<a href="mailto:osg-users@lists.openscenegraph.org">osg-users@lists.openscenegraph.org</a><br>
<a href="http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org" rel="noreferrer" target="_blank">http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org</a><br>
</div></div></blockquote></div><br></div>