texture corruption?

Started by
-1 comments, last by swiftcoder 13 years, 10 months ago
I'm experimenting with tessellation shaders in OpenGL 4.0, and am trying to get a vectorfield terrain working.

I'm suffering from a problem with my offset and normal textures, but only with the x coordinate on larger textures. It's currently a 32 bit float texture, and every 20 pixels or so the value is just plain wrong:







The first shows the resulting geometry problem, the second is the normal texture from gDEBugger (see the lines along the top edge), the third is a section of the offset texture, showing it to be in the same state as the normals.

As far as I can see, the data is fine right before I send it to glTexImage, so I really don't know how or why this is happening, or how else to solve it.

Has anyone else ever experienced anything similar or have any suggestions?

This topic is closed to new replies.

Advertisement