Hi Juan,
+0.5 did the trick! Anyway I will make tests with texelFetch1D and TBO's
looking for a better performance. Thank you for the tips.
Muchas gracias!!
2010/9/23 Juan Hernando
> Hi Jordi,
> I think the problem is in this line of code in your vertex shader:
>
> vec4 pos= gl_Vertex+
> vec4(texture1D(texturePos,(float(gl_InstanceID)/nInstances)).xyz,0.);
>
> I think that texels are placed in the [0..1] range using their centers and
> not the left edge as your code assumes. That means that if you have to
> texels they are not placed at 0 and 0.5 or 0 and 1 but 0.25 and 0.75. It's
> difficut to assure what happens in 0.5. In short, the nearest texel may not
> be the one you are expecting (only with two images, my guess is that the 9th
> square overdraws the 8th). If your hardware supports it, use texelFetch1D,
> which admits integer coordinates. Maybe adding 0.5 to gl_InstanceID can also
> do the job.
>
> Finally, remember that 1D textures are limited to 8192 texels in current
> hardware (at least mine). You'll need a Texture Buffer Object if you need
> more.
>
> Regards,
> Juan
>
> Jordi Torres wrote:
>
>> Hi all,
>>
>> I am trying to show instanced geometry using a texture1D like a vertex
>> buffer. In fact I have it working more or less... but if my Texture 1D is
>> non power of two then my shader does not render some of the instances.
>> Attached is the code and two images, one with a non power of two texture(9
>> elements) that fails to draw last element, and other with 256 elements
>> that
>> is drawn correctly.
>>
>> I am using TransferFunction1D to pass my geometry array to a texture1D.
>> Anybody knows what I'm doing wrong? Of course I have set
>> texture->setResizeNonPowerOfTwoHint(false);
>>
>> Thank you in advance!
>>
>> Jordi.
>>
>>
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--
Jordi Torres Fabra
gvSIG 3D blog
http://gvsig3d.blogspot.com
Instituto de Automática e Informática Industrial
http://www.ai2.upv.es
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