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OpenGL texture corruption?

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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?

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