Jump to content
  • Advertisement
Sign in to follow this  

OpenGL texture corruption?

This topic is 3004 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!