Hi,

I'm working on a shader using the new Shader Model 3 standard to take
advantage of Vertex Texture (access to Textures in Vertex Program).

I'm using NVIDIA Specs taken from
http://download.nvidia.com/developer/Papers/2004/Vertex_Textures/Vertex_Textures.pdf

In OpenSG I use this image type (accordingly to the specs):

                        texture[i]->setScale(false);
                        texture[i]->setTarget(GL_TEXTURE_2D);
                        texture[i]->setInternalFormat(GL_RGBA_FLOAT32_ATI);
                        texture[i]->setMinFilter( GL_NEAREST );         // 
GL_LINEAR
                        texture[i]->setMagFilter( GL_NEAREST );         // 
GL_LINEAR
                        texture[i]->setWrapS( GL_CLAMP_TO_EDGE);
                        texture[i]->setWrapT( GL_CLAMP_TO_EDGE);

ad my sphere gets rendered OK.

Now I'm starting using texture images which are not power of 2 and so
I changed texture[i]->setScale(false); to
texture[i]->setScale(true);

and strange behaviours happens: the sphere gets rendered like the RGBA
values were scrambled. (see link to images below)

Does anybody have an idea of what happens? I think it isn't a problem
of OpenSG, but help to point into the right direction would be
appreciated.

Here some useful info:
++ I'm using RGBA images in floating point (32bit)
++ working on Nvidia graphic card with Shader Model 3 capabilities
++ image showing what I mean: http://www.blending-life.org/images/test.jpg

Thanks,

--
Josef Grunig
www.blending-life.org


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