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Adjacent camera display slightly different colors for same view patch

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I have 6 cameras, each with a view angle of 90 degrees, arranged orthogonaly. That allows me to create a spherical camera view, once a mapping between the 6 views to a texture has been decided.


That all works well, but depending on the camera orientations, I can sometimes notice that adjacent cameras can display slightly different colors when rendering a same scene patch. How can that be? My 6 cameras have exactly the same settings.


Following is a picture that shows the 6 views, and the resulting spherical view. In red the color differences. It has to be noted that the color differences do not depend on the camera, but on the orientation of the 6 cameras.


Thanks for any insight!



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I forgot to add following: if the world does have a specular color component of 0, then the differences do not appear.


Edit: I think I can finally answer my question myself: I need a per-pixel shading, i.e. a pixel shader. Am I right? Sorry about the noise.

Edited by floatingwoods

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